Search results

  1. T

    How To Improve Opengl Es Performance?

    It would be cool to have an OpenGL ES 1.1 benchmark program for the Wiz. With a quick search I found http://www.glbenchmark.com/tools.jsp?benchmark=glpro11. Unfortunately it's not open source.
  2. T

    3D Development Questions

    Thanks for clearing that up. OpenGL ES 1.1 LITE is the fixed point profile and does not support floating point vertex data. This is sad since AFAIK the hardware supports it.
  3. T

    3D Development Questions

    Hey, I have forgot to ask some questions in my earlier post. How many texture units does the Wiz have? I suppose two, since that is the minimum required by OpenGL ES 1.1. What is the maximum supported texture size for 2d, 3d and cubemap (it supports cubemaps right?) textures? The sizes...
  4. T

    3D Development Questions

    Thanks for your answers Exophase! Graphics hardware seems to be quite good then. This would allow really great games. AFAIK the Playstation emulator does not yet make use of the 3D hardware, the hardware acceleration could speed that one up quite a lot then. And since N64 emulators made use of...
  5. T

    3D Development Questions

    Hi all! The last time I used my GP2X F100 was a long time ago. Back then I developed a 3d software renderer and a 3d Demo for a GP2X contest. Now I found out there is the new GP2X Wiz which actually has 3D Hardware acceleration hardware and that caught my attention. How does the GP2X Wiz 3D...
  6. T

    GP2X Trenki's Software Renderer Tutorial

    I also compiled it on Windows with Visual Studio and GCC 4.1.2. AFAIK Mingw comes with a GCC 3.4.5 compiler on which I also tried it and I can remember that there were problems as well. This is most likely a compiler bug since it works fine on newer gcc compilers and also in Visual Studio. You...
  7. T

    GP2X Trenki's Software Renderer Tutorial

    This is weird, the cow demo runs fine and nobody else complained. What compiler did you use? It could possibly also be a problem with the SDL version. I tried it with the devkitGP2X on windows and also with the open2x devkit on Linux and it worked. Both have a gcc version > 4. Texture mapping a...
  8. T

    GP2X Fusion2x - Opengl Es-cl 1.0

    I think for performance reasons it is far better to use the renderer/rasterizer directly and not through the Fusion2X GL interface since this gives far better performance. Fusion2X could be optimized with some template tricks and a profiler module that records which shader permutations will be...
  9. T

    GP2X Fusion2x - Opengl Es-cl 1.0

    Post with some code to initialize a Fusion2X context Are you using the "optimized" version or the default one? I noticed that there is a bug in the faster version that corrupts the graphics but with the slower version it worked. In my Fusion2X bases NFS3 Level renderer the "optimized" version...
  10. T

    GP2X Trenki's Software Renderer Tutorial

    EDIT: it doesn't totally dissapear, but I think it's because the lack of perspective correction.. Yep, it seems i had the same problem. Try scaling the scene down and/or play with the near and far clipping plane distances (especially the near distance) in your perspective transformation...
  11. T

    GP2X Trenki's Software Renderer Tutorial

    Well, I can't see how it looks or what you have modified for it to not work any more. Either it is something you modified directly in the fragment shader or it might have something to do with the precision of the texture coordinates. In what format are the texture coordinates beein interpolated...
  12. T

    GP2X Trenki's Software Renderer Tutorial

    You can't do swizzling, that is selecting arbitrary components from a vector and form a new one with them with the vector math library. Something like this would certainly be implementable most likely with the help of macros. Otherwise you simply have to select the appropriate components...
  13. T

    GP2X Trenki's Software Renderer Tutorial

    You obviously have to implement this yourself with an alpha test in the fragment shader. You preferably store the texture information in R5_G5_A1_B5 format (as the load_surface_r5g5a1b5 function from this thread does). This way you can use the same texture with and without alpha test. When you...
  14. T

    GP2X Trenki's Software Renderer Tutorial

    I know, there is no documentation because Fusion2X was a proof of concept project and is still in alpha state and I don't have any plans to work on it in the next time. While you can use it for some small test applications its performance really sucks. The "optimized" version runs a lot faster...
  15. T

    GP2X Trenki's Software Renderer Tutorial

    Hi all! I've again made a small update to the software renderer. Now it is not any more necessary to tell what the fragment shader function wants to do when using the SpanDrawer16BitColorAndDepth. I also updated the code shown in the tutorials by removing the respective definitions. Now it is...
  16. T

    GP2X Trenki's Software Renderer Tutorial

    This is nice to hear. But unfortunately the OpenGL ES layer is just an Alpha version and thus more like a proof of concept. In my Need For Speed 3 level renderer I get 3fps with the unoptimized version and 7fps with the optimized version while I get 13fps using my software renderer directly...
  17. T

    GP2X Fusion2x - Opengl Es-cl 1.0

    The underlying Framework is unchanged but unaccessible from this OpenGL layer. Fusion2X implements the OpenGL ES-CL 1.0 API functions by making use of my existing software renderer.
  18. T

    GP2X Fusion2x - Opengl Es-cl 1.0

    Hi! In the last couple of weeks I have been working on this OpenGL ES-CL 1.0 layer. I uses my software renderer as a base. I release it now even though it is still in Alpha state since I don't have any more time to work on it because of Uni and a shift in interests. On my homepage I have two...
  19. T

    GP2X Trenki's Software Renderer Tutorial

    Hi! I have updated my software renderer to version 1.6.2. I did some minor changes and you may have to adapt your code a bit because I made it more const correct. Specifically in the vertex shader the input structure is now const as you are not supposed to write to it. I also released...
  20. T

    GP2X Trenki's Software Renderer Tutorial

    before drawing the mesh with g.draw_triangles() or is it best to do another way? Vertex and fragment shaders have to be set before drawing. To use different shaders you either need different shader classes and set the right one or use a templated shader class and set the appropriate template...
Back
Top