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GapiDraw on TabetPC - Anyone??


GapiDraw on TabetPC - Anyone??

Postby CapesDev » Jan 3, 2004 @ 7:49am

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Postby ruis » Jan 3, 2004 @ 9:37am

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Postby Johan » Jan 3, 2004 @ 12:36pm

Johan Sanneblad, M.Sc, Ph.D
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Postby ppcStudios » Jan 3, 2004 @ 12:51pm

I developed a kiosk app for a client (SafeCracker) using GapiDraw 2.01 that exhibits the same problem you describe. On the TabletPC, move events really hammer the device, causing occasional stutters in sound playback and stylus response. It is inherent to the device much in the same way dragging the stylus will slow the framerate on some pocket pc devices - the event handler is being flooded by stylus events.
G.R. Moore
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Pocket PC Studios
www.ppcstudios.com

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Postby CapesDev » Jan 3, 2004 @ 5:19pm

Thanks all for the replies...

My biggest concern: Johan you mentioned moving that much memory (1024x768 30fps) from system memory to the graphics card is going to be overwhelming. I originally tried using video memory for the backbuffer, but it was very, very slow (due likely to the fact the tabletPC video RAM is only 16Mb and the video chipset is poor).

However, I'm a bit disheartened because I have other fullscreen 1024x768 games, such as the full version of Bejeweled that runs super-smooth on my tabletPC with nice animation and music all the while.

I'll see what optimizations I can make to the logic and gfx calls that I perform in each 'process-next-frame' loop. If that doesn't work, I guess I'll drop the frame size down to 640x480. I really want the game to run on 'lowest common denominator' of machines out there today (e.g., 1GHz processor max, minimal video card).

As for the slow-down when using the Pen stylus, I guess thats a fact of the tabletPC functionality and can live with that.

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Postby Johan » Jan 3, 2004 @ 11:40pm

Johan Sanneblad, M.Sc, Ph.D
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The Cross-platform Graphics SDK for Palms, Pocket PCs, Symbian Devices, and Stationary PCs.

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