Alright, there seems to be some misconceptions about FBgfx in Windows. People seem to think that if you use the same resolution as your monitor, it will always be slow. This is NOT true, and it is fully related to the FBgfx method used, not FBgfx itself.
GDI on Windows will surely be the fastest method when using your monitor resolution outside of fullscreen. This is *not* a test suite, because I'm not sure what will and won't work on all of your different versions, especially Linux, but there are changeable constants here which allow you to make several changes:
ScrBpp - Changes your bit depth
FullScreen - Use fullscreen or not? 1 - Fullscreen, 0 - Windowed
BlockWidth - The Horizontal Resolution of our squares.
BlockHeight - The Vertical Resolution of our squares.
GfxMeth - The method for drawing that Fbgfx will use.
Graphics Methods Available:
Windows - GDI, OpenGL, DirectX
Linux - OpenGL, X11, ?Somethingelse?
Lemme know if there are any compatibility issues, M'kay? Using gdi as my graphics method, I get the same speed in Fullscreen as I do Windowed.
View Code Here: http://copy-pasta.com/pasta568
Code Tested On: .17 -lang FB
Not that I want to promote Software Graphics in particular. It's 2007 already, and unless you're making a game which plans to be compatible with computers below 1990, there's nothing wrong with learning hardware. I'm sure your game won't be that good, anyways.