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MBXGLEngine, opengl_error_break


MBXGLEngine, opengl_error_break

Postby tinybulb.com » Jul 3, 2009 @ 11:05pm

Hi, All

After moving to iPhone OS 3.0 game started to work significantly slower. As I found from Shark 22% of time takes opengl_error_break call from library MBXGLEngine. I tried to make symbolic link on opengl_error_break and it seems that application never stops on it. glGetError() always returns 0. Anyone have idea what it can be and how I can avoid it? It seems that with this speed decrease my game become unplayable :-/

Thanks in advance,
NL
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Postby tinybulb.com » Jul 4, 2009 @ 10:00am

Ok. I dig deeper on apple forums and found that current SDK imports not so much symbols from OGL implementation as results almost any call to OGL library is shown as opengl_error_break. Length of symbol is 140 kb, so it is definitely not small OGL call but whole OGL stack :-/ So, there is no such bottle-neck "opengl_error_break", but performance definitely extremely slowed-down :-/
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Postby edge » Jul 6, 2009 @ 2:01pm

Hi,

We haven't noticed any big speed decreases from firmware 3.0. Can you tell me if you're using an OS 3 beta version and what kind of rendering you're using with OpenGL ES?
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Postby tinybulb.com » Jul 6, 2009 @ 3:02pm

From my profiling research i found that texture binding takes definitely more time than on previous OS implementations. It is not edge problem from my point of view so need no any input from your side. Will require more work from my side because for now there is impossible to ignore texture atlases functionality, so i am going to implement it. Btw will be there edge support of texture atlases functionality in next versions?

With best regards,
Nikita Leonov
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Postby edge » Jul 14, 2009 @ 10:29am

Hi,

Please define texture atlas, right now EDGELIB can render parts of a texture by selecting rectangles.

For example, a sheet can contain 4 images. When calling BltFast, use a rectangle structure to select the topright image:

Code: Select all



RECT rc;
SetRect(&rc, 0, 0, tex->GetWidth() / 2, tex->GetHeight() / 2);
display->BltFast(0, 0, tex, &rc);
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