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replying to 3d test

PostPosted: Jun 4, 2003 @ 3:45am
by vic

PostPosted: Jun 4, 2003 @ 5:49am
by efortier

PostPosted: Jun 4, 2003 @ 10:23am
by Dogends

PostPosted: Jun 4, 2003 @ 5:56pm
by vic

PostPosted: Jun 4, 2003 @ 6:00pm
by vic

PostPosted: Jun 4, 2003 @ 10:01pm
by efortier
I now tried both to move the file and the new executable, and here is what happens:

The window "TestWindow" opens, stays black for a while then closes. No error message.

Sorry ;)

PostPosted: Jun 5, 2003 @ 12:12am
by blackrob
fps 26
visible face 100/300 (33%)

PostPosted: Jun 5, 2003 @ 1:07am
by DillRye
FPS 25 on my Dell Axim 400mhz with the cube of course. Spikey ball gives me around 6 fps. I think thats pretty cool. The spikey ball is way more polys than you would need for just about anything on the PPC.

I have a question, what kind of rasterizers are in there? Is there one which could easily texturemap a single polly? Im writing a game which uses something sort of like nintendos "Mode 7". If I could speed it up with the intel rasterizer id put that in as an option for Xscales.

PostPosted: Jun 5, 2003 @ 11:51am
by vic

What's the aim of the experiment

PostPosted: Jun 6, 2003 @ 9:46am
by Conan

PostPosted: Jun 8, 2003 @ 10:17pm
by vic

What's the aim of the experiment

PostPosted: Jun 8, 2003 @ 10:41pm
by Mr X

Integrating PocketGL

PostPosted: Jun 9, 2003 @ 8:50am
by Conan
The way I did the integration was to track down the PGL back buffer/Z buffer update code and once I had that it was a simple job to copy the raw bytes each frame into PF's back buffer so PF then does all the screen blitting. I also 'upgraded' the buffer clearing routine to either put in a background color or a bitmap based on a flag.

Because I have the 3D data in PF's buffer I can then over paint it with various 2D items ( eg: a Heads up Display )

Note that performance suffers by using my method as there's that extra copy every frame but I'm only drawing 1000 polys or so per frame. Note: I integrated V 1.0 of PGL not latest Version

(Happy to send code to registered PGL users)

PostPosted: Jun 9, 2003 @ 11:24am
by Mr X
I might have a look at doing that. I would rather use gapidraw than frog though, but your code might help. I'm a registered user of pocketgl (1.2).

You can email me if you want to take this off here.

Ta