Seeing as someone has already dug up this thread I'd point out that the 6410 doesn't seem to use an SGX, but rather an in house GPU
http://forum.beyond3d.com/archive/index.php/t-47776.html
I wouldn't get your hopes up. There are many different SGX cores in the Series5 family of varying sizes and ability, just because one of the cores (eg SGX535) runs OpenGL2 doesn't mean our SGX530 can.
My lame attempt :P
Uploaded with ImageShack.us
1st go at using blender, should be under the triangle limit :) , also very a n00b at gimp which I used to create the texture map. I did this by exporting UV as TGA and then creating a new layer to draw on, with it's alpha set to .8 so I could...
I may well be wrong, but if you program the IPU to use YUV 4:4:4 and program an identity matrix then wouldn't that work for scaling RGB888?
Hmm maybe not, looking at the spec you have to provide Y, U & V address word aligned so I don't think it will work with interleaved YUV or RGB data :(.
I've been speaking to someone in TI about this and they have suggested using Pixmaps. Although not available in the current release it should be in the next release. You can allocate memory through CMEM (you need to get both the physical and virtual address's) this means that the SGX will access...
The big issue that I have is lack of a proper OpenGL driver, Homeworld does now run on the OMAP3 using Mesa but that is far to slow to be usable. I spent a while playing with nanoGL but didn't really get anywhere. Recently I gave "OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3." a try and got it to...
I'm trying to understand what your test app is doing. Are you rendering these textures full-screen on top of each other (alpha blended)? If so then the amount of work that the render has to do is the same regardless of the texture resolution which would make me think that it might be a bandwidth...
And where do you think the texture comes from?
What color depth is your texture? Have you tried using compressed texture formats (if available on the iPhone)?
If your drawing all your textures full-screen and higher res textures cause a slow down then to me that's suggests you might be hitting...
OMG that takes me back. I remember when I got my 1st PC (P133), I borrowed a really crappy monitor from a friend that had lost most of it's brightness, I had just got Tombraider and found for some levels I had to play under my quilt in order to cut out the light so I could see the screen.
I don't know what the latest state is so feel free to ignore this suggestion.
Seeing as the OMAP3 display sub system (DSS) has 3 hardware surfaces (1 GFX, 2*Video) as a quick interim hack why not modify the 3rd party display driver to use one of the video overlays? OK you'll use more memory as...
Thanks for all the encouragement guys :).
Homeworld was already ported to Linux when I started, and someone else since then has also ported it to x86_64 Linux. The biggest hurdle was the assembly in the effects generation code, but you can read all my ramblings about that in the thread link at...
I said a while ago now that I was working on porting homeworld and finally managed to get it running :D.
Here's a screen shot (taken with a vnc client):
http://yfrog.com/53homeworldonbeaglep
Up to date info can be found on this thread...
I hope that actually links to the right thread. If it doesn't work try typing this into a google search:
site:gp32x.de tv-out separate
The fourth result down is the one I'm trying to link. :( These broken forums have become quite vexing.
Can't say I've tried it, but I see no reason why...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.