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Gapidraw WVGA support

PostPosted: Aug 25, 2007 @ 1:07pm
by norwy
Hi,

I have a little question about the WVGA (Wide-VGA = 800 x 480 resolution).
It appears with the new Toshiba Portégé G900 and in a near futur with the HTC Omni.

Does Gapidraw support this resolution ?

I suppose it does, so I have another question :
What is the behaviour of Gapidraw with QVGA and VGA resolution games on a WVGA screen device ?

Will Gapidraw stretch the backbuffer surface to the WVGA surface ?

PostPosted: Aug 28, 2007 @ 1:06pm
by norwy
I have another question for Johan.

I am currently developing a game using Gapidraw 3.51 (in evaluation version for the moment).

It's made for QVGA resolution screen devices with 300/400Mhz processors.
I tested it in my PocketPC which are :
- Asus A620BT (XScale PXA255 400MHz, WM2003, QVGA, 64Mo)
- IPAQ RW6800 (XScale PXA272 412MHz, WM5, QVGA, 64Mo)

Then I tested it in the :
- Acer n311 (Samsung 400MHz, WM5, VGA, 64Mo)

The framerate was insanely low (my QVGA game runs in all the VGA surface since I didn't put the GDDISPLAY_HI_RES_AWARE flag).

So I wonder what can be the cause of this :
- Is it the fact that the game runs in all the VGA surface (instead of being runned in a quarter of the screen) ?
- Is the Samsung processor which can be less powerful than the same frequency XScales processors ?

WVGA

PostPosted: Oct 30, 2007 @ 9:45am
by playwizard
We tried our games on the Toshiba G900 and the framerates were down to 15!

Second problem is the graphics at 800x480 at RGBA now consume more memory than the 32MB allowed ram for process virtual memory 8O

Johan, we need your help! i tried to download 3.6b but our link to the ftp site didnt work anymore since we had purchased the 3.5 version last year.

Thanks in advance

PostPosted: Nov 2, 2007 @ 2:39pm
by Johan
Hey,

We're looking into these issues. Nader: the link should be up shortly, I'll keep you in touch.

Sincerely
Johan

Re: Gapidraw WVGA support

PostPosted: Nov 18, 2007 @ 5:08pm
by FrankW

WVGA

PostPosted: Nov 19, 2007 @ 12:57am
by playwizard
The 800x480 is definately supported but since GAPIDraw uses the virtual memory and the graphics are so large in this mode, we quickly reach the 32MB per process limit of Windows Mobile 5. Is there any way to force it to use the Physical memory which doesnt have any limits? We have tried every flag :( ?