Recent content by viewizard

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    Optimizing Astromenace

    dbluelle, I just found possible memory overflow issue in code for Pandora. Please, take a look: https://github.com/dbluelle/pandora-astromenace/blob/master/AstroMenaceSource/GraphicFX/SkyBox.cpp#L59 you need int VFV = RI_3f_XYZ | RI_2_TEX | RI_DUBLICATE_TEX_COORD; or you'll need more space...
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    Optimizing Astromenace

    Hmm... yeah, looks like hardware limitations... frankly speaking, I don't see how this can be "fixed" without deep 3d models rework in order to render around 3000-5000 triangles. But, this will take a lot of time and when all 3d models poly count will be reduced in 7-8 times, result will be...
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    Optimizing Astromenace

    Sebt3 have an experience with previous astromenace porting and share idea about possible CPU-connected low FPS rate. Now we know for sure, that game fps not connected to CPU load. I see 2 possible issues, unfortunately, they both hardware-related: 1) GPU speed, as mentioned notaz. 2) system...
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    Optimizing Astromenace

    Sebt3, thanks for your kind words. :) Since game have 15fps in menu and the main issue is CPU load (even without collision detection math), this could be connected to particle systems only, imo. 1) Static space stars. Turn them off fully (you need turn off rendering and updating! Not just...
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    Optimizing Astromenace

    dbluelle, please note, I am not strong in OpenGL ES, so, I can provide only theoretical points, and I hope pandora community will help you in your work. :rolleyes: About "GL_OES_framebuffer_object" as a replacement for "GL_ARB_framebuffer_object" - you don't really need FBO at all. Game use...
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    Optimizing Astromenace

    dbluelle, I don't have pandora (yeah, I know, this is pandora forum, don't kill me pls :lol: ), but... I have several ideas you might check. 1) Make sure that VBO supported, detected and used, or this kill your FPS by permanent system bus loading with ships geometry. (check console output for...
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