Search results

  1. W

    Gles Driver Bug

    They still do ... fixed point is most likely implemented using shaders and from what it looks like they have uvs on mediump.
  2. W

    Reverse Engineering Powervr Is Now A High Priority

    From what I hear, ImgTech folks have reference drivers but generally it is up to licensee to integrate/rewrite them to suit their platform of choice ( TI in this case) For instance, Apple folks are already on their , I think 5th or 6th, major driver version - it took them almost 2 years to get...
  3. W

    Reverse Engineering Powervr Is Now A High Priority

    Just the opposite. When it comes out (2-3 SGX generations from now) out it will slower and more buggy ...
  4. W

    Depressing

    You must be living in some other reality cause the way I see it , the whole thing shapes up to be an absolute disaster and frankly, being an outsider ( who actually ordered Pandora 2 years ago and kind of forgot about it ), spaceballs appears to be the voice of reason here, not the other way around.
  5. W

    Psuedogl

    If you target your code for OpenGL and GLES then that's a good idea .. on the other hand if you are using your desktop machine purely as a "GLES emulator" then using a wrapper library ( like the one from Imagination Technologies) is much more convenient ( they directly support a lot of...
  6. W

    Psuedogl

    No, it is not. You just download an emulator library running on top of Open GL and you are basically done.
  7. W

    Gles2.0 Shaders Are Slow?

    From what I have heard on the iPhone (SGX based iPhones to be precise) GLES 1.x is emulated with shaders but not your vanilla GLSL shaders but something more native ( perhaps optimized native asm code ). In fact, someone from Imagination Technologies even suggested that trying to write your own...
  8. W

    Gles2.0 Shaders Are Slow?

    Fixed pipelines on SGX devices are implemented using ... shaders so I doubt you will get much better results.
  9. W

    Fairly Decent Results With Bullet Physics

    SGX natively is using tri-strips... in fact,as far as I know, everything you submit is converted by the driver into tri-strips. Of course, you are right, some models using tri-strips will result in a lot of batches or tons of degenerated tris... personally, I use tri-lists sorted into a...
  10. W

    Gles2.0 Shaders Are Slow?

    Don't expect miracles ... in terms of shader processing SGX 530 can be about 1000 times slower than a decent PC based graphic card. Not in this case, but I see it all the time, people pick up shaders from some PC based book , dump it on SGX and expect miracles.
  11. W

    Panmmo

    Pretty much ... the "a bit more slowly" part is a bit misleading though ... if you were to take a decent Nvidia card and run it at 800x480 it would probably run about 100x faster in terms of basic fillrate/vertex throughput so you gonna have to cheat ...
  12. W

    Pandora What Are The 3D Limitations Of The Pandora?

    Nah, these wer just fake numbers ... essentially vertex counts calculated out of triangle counts ( admittedly useless data and I got rid of that since then)
  13. W

    Pandora What Are The 3D Limitations Of The Pandora?

    Assuming no fancy shaders (and a reasonable backend implementation , meaning decent batch counts etc ), you could count on being able to display around 50-60K polys at around 30 fps - of course that's a very rough estimate ... there are many other things in play. PS. With a very basic shader...
  14. W

    Performance Of The Sgx 530?

    No alpha-test just alpha-blend and there is a quad underneath . Everything is sorted based on a custom mask which in this case sorts based on blend states/texture changes and some other stuff. The models themselves are using indexed triangle lists exported with my own exporter (POD) from...
  15. W

    Performance Of The Sgx 530?

    This test was ran in GLES 1.x mode using their internal shaders which presumably are reasonably optimized but that's beside the point .... I suspect the issue here is not how many triangles you can render but how many vertices you can submit for rendering - this was the bottleneck with the...
  16. W

    Performance Of The Sgx 530?

    This was just a simple test to see if VBOs actually work as advertised on the latest iPhone ... and they do as you can see ... the top image marked as VBO is the same geometry submitted using VBOs while the bottom one is using generic client arrays. It used to make no difference on the older...
  17. W

    Performance Of The Sgx 530?

    On the new iPhone 3gs ( which is using quite a bit faster version of the same chip - SGX 535) you can realistically expect about 40 K worth of polys per frame while running at 30-40 fps. I was able to display about 45K worth of untextured but lighted triangles running at 40 fps ( 9 counter...
  18. W

    Pandora About Floating Point On The Pandora

    Opps... sorry .... somehow ended up posting multiple copies of the same stuff ( Chrome was freaking for some reason )
  19. W

    Pandora About Floating Point On The Pandora

    I can tell you my experience from iPhone 3gs which is using the same CPU. Essentially, I am using a lot of handwritten asm VFP/NEON code to handle various transformation + C versions of the same code. The compiler on 3gs is actually generating NEON code ( not very optimal and not vectorized but...
  20. W

    Pandora About Floating Point On The Pandora

    I can tell you my experience from iPhone 3gs which is using the same CPU. Essentially, I am using a lot of handwritten asm VFP/NEON code to handle various transformation + C versions of the same code. The compiler on 3gs is actually generating NEON code ( not very optimal and not vectorized but...
Back
Top