154d505bc07869fa940151ef1de028c6
Would love a port of the Pandora OS for Beagleboard so I can write and release Pandora apps without the need to own one.
Hi
I'm currently looking at optimising the geometry code of my project.
Originally I was just using standard software routines for geometry functions and although performance was reasonable I knew I would be able to speed it up using the NEON.
So far I've just done simple stuff like NEON...
Sorry, in that case you want to do something similar to what is outlined for the Beagleboard:
http://code.google.com/p/beagleboard/wiki/HowtoUseSGXunderAngstrom
I'm a Beagleboard developer rather than a Pandora developer so I apologise if this information is way off the mark but as far as I know...
For the raytrace I mean a function which you specify a line in 3d and it will trace this line through the scene and determine if it hits anything and where, if you're using a heightmap you can write a pretty optimal one. You can use this for projectiles, sight checks and many other useful...
I think you should add a shadow to the craft, that would make a big difference.
Moving forwards it would be a good idea to get a raytrace implemented then maybe a projectile system and a particle system so you could fire weapons.
Do you do any processing using the heightmap prior to rendering...
The PowerVR SDK has good step by step tutorials, I had no trouble installing it and getting it working under XP, I haven't tried Linux but if it follows the same directory structure the libs & headers should be under the 'builds' folder in the SDK root.
I also found this book helpful...
I had this problem too the other day.
It is a problem with the driver & powervr module not matching.
If you are using version .06 of the gles driver revert the module back to version 1397 and that should fix it, it did for me.
OK, never mind I guess they had their reasons.
I suppose if I am depth sorting transparencies myself I can try rendering them without a discard in the fragment shader.
Hi
Years ago when I worked on the Dreamcast one of the features it had which we really liked was the fact that it sorted transparencies. Now the SGX is a descendant of the CLX2(the DC's Holly chip) I was always under the impression that it would sort transparencies too but I can't find any...
Sounds interesting.
Could you explain what you want to use this for?
If it's to speed up rendering on the PVR you might be better off rendering the whole sprite as alpha blended (with no alpha testing) after the opaque scene has been rendered.
[Edit] Sorry didn't read the other posts before...
I have a rev C Beagleboard and I'm very pleased with it. I wasn't going to get one originally as I was planning on waiting for the Pandora, well what do you know - I got impatient!
This board is definitely not for the beginner in fact I'd only recommend it if you are planning on developing for...
The original code wrote tri-strips directly to the command list that was sent to the gfx chip.
I'm now using indexed triangle lists using the VBO for the original tri-strips.
I now normally typically get:
Frame Time 34 MS
[Misc.] Texture Changes 0, Draw Calls 0, Vertices 0
[2D UI] Texture...
It does look like the draw calls doesn't it!
It generally works by doing a draw call per tri-strip, which is a bad thing. I'm a bit out of touch with rendering APIs (as you've probably guessed!) so I need to do a bit of studying!
The renderer is still at the 'just get it working' stage but I...
I've done some tests now.
Changing the res to 64x480 didn't make any noticeable different, neither did disabling texturing.
I've done some basic stats recording and this is typically what I get:
Frame Time 228 MS
[Misc.] Texture Changes 0, Draw Calls 0, Vertices 0
[2D UI] Texture Changes 6...
Yes. I think I was a little peturbed as it took me so long to get it running at the current res. I also need to change my SDL initialisation as well.
I'll get the beagleboard out and give it a go tomorrow although I have my doubts this is the problem due to the varience in framerate I...
Cheers for the quick replies!
I forgot to mention that I managed to get another game running it 1280x768 with no performance problems although this one was only in 2d.
I will try and run it at something like 640x480 but changing res on the Beagleboard is a bit of a pain which is why I haven't...
Hi
So I've managed to get my rendering engine running on a Beagleboard using the SGX. At the moment I'm using GLES 1.1 and I've been having a lot of trouble getting the scene to render at a decent frame rate.
The framerate definitely seems to dependant on where the camera is and at the slowest...
Actually this was the problem! EGL was using a config with no depth buffer! Thanks Adventus for suggesting this!
I also implemented blu's suggestions and thanks for making the depth setup clear to me.
Now I've got to get it more stable & running at 30fps!
Cheers,
TheDoktor
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