Search results

  1. Adventus

    Mupen64Plus

    The Combiner "compiler" in glN64 is using glTexEnv() commands. You might have them confused with blend modes? They're much more flexible than blend modes but your right that there probably isn't a one to one mapping between them and the n64 combiners. Still they're obviously close enough to be...
  2. Adventus

    Mupen64Plus

    Can they be simulated with the glTexEnv() commands? My wrapper is already generating fragment shaders for these.... it might be easier to just add extension to my glTexEnv commands for the modes that aren't supported in OGL. The code i was refering to actually has both a modelview matrix...
  3. Adventus

    Mupen64Plus

    I had a look into porting one of the various plugins. I don't think we will get great performance with a direct port. So all those expecting a video of fullspeed N64 should have some patience. Looking at Glide64 i'm surprised it works very well even on x86, it seems to begin/end render a lot of...
  4. Adventus

    I Want To Compare The Pandora Video Card With A Pc Video Card

    POWERVR SGX OpenGL ES 2.0 Application Development Recommendations:
  5. Adventus

    Mupen64Plus

    Ummm you do realise that code is just for the font rendering library for the Onscreen Display.... I would just create a dummy OSD for now.
  6. Adventus

    Mupen64Plus

    Very impressive. Is most the floating point computations done in the graphics plugins? I had a look at rice_video and Glide64, they seem like a very good target for NEON.... most are already SSE optimized. From initial impressions I think we could port rice_video pretty easy using NanoGL...
  7. Adventus

    Various Pandora Questions

    I would suspect the Pandora's community will be larger, you get the GP2X devs and significant cross over from the other OMAP3 platforms (iPhone 3GS, Palm Pre, Beagleboard). The Pandora is significantly more powerful than the Wiz and PSP. For the Wiz, You cannot expect the same performance gains...
  8. Adventus

    Why No Vga?

    http://www.gp32x.de/board/index.php?/topic/40565-just-s-video-and-composite-why-not-more-video-outputs/page__p__586910&#entry586910
  9. Adventus

    A Console Made In The Year I Was Born

    Wow... that gun looks moderately real. Wouldn't see that nowdays. hmmmm, 1988 wasn't a big year from the looks of it, although PC Engines are cool.
  10. Adventus

    Where Are The News :)

    Presumably they don't need a board to do the upper half of the clamshell.
  11. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    Sorry for the ultra late reply, i rarely check this board.... most of us have moved back to GP32X. This library is not really ready for usage yet, i haven't tested on Linux.... the only non portable code will be the stuff in "context.c" which makes a window and a context. To use the library you...
  12. Adventus

    New Video From Craig

    I must say, this is probably the emu i'm most excited about. I was always a Nintendo man when i was younger, so theres a wealth of PSX classics i haven't tried before. Yea i also find the OGL acceleration very interesting, theres some much scope for improving the looks beyond the original psx...
  13. Adventus

    New Video From Craig

    Good video, it's nice to see some of the classic PSX games running well. Is that with the OpenGL ES 2.0 renderer? Edit: Woops completely missed that this probably isn't PSX4ALL, disregard that question. Impressive speed for an unoptimized emu.
  14. Adventus

    Pandora - Looks A Bit 'cheapo'?

    Your comparing a 3d rendering to an actual picture. :blink:
  15. Adventus

    Floating Point Optimization Tutorial

    Finally downloaded the CS2009q1 release and it appears to support hardfp via -mfloat-abi=hard, maybe i should recommend this compiler.... have there been any significant bugs reported? At the moment i think if your getting bad floating point performance its almost always due to the compiler...
  16. Adventus

    Some Litte Questions

    ImgTech supplies both an OGLES 1.1 and OGLES 2.0 emulator (though they're more wrappers than emulators). Unless you know the exact functions/parameters that aren't supported in OGLES, you may aswell use an emulator (its just a case of linking to the library). It saves you having to convert...
  17. Adventus

    Floating Point Optimization Tutorial

    Do you know what compiler they're using? is it mainline GCC or something propriety? I haven't tested this on the latest CS2009q1 release, maybe it's changed.
  18. Adventus

    Floating Point Optimization Tutorial

    Ouch, that certainly explains the poor nbench results we were getting. I can't see why the compiler doesn't just generate equivalent pure NEON instructions then, you get the same number of registers and losing predication would no doubt be worth it. Haha Yea, aiming high is probably a good way...
  19. Adventus

    Some Litte Questions

    I'll just clear some thing up. Pickle did not write NanoGL. It was written by the guy who did the Nokia N95 Quake ports. NanoGL implements a small subset of OpenGL 1.1, mainly the glBegin / glEnd stuff. There's an OpenGL ES emulator available from Imgtech. As dflemstr was hinting at inorder to...
  20. Adventus

    Floating Point Optimization Tutorial

    Thanks for the comments, very useful information. Will add it soon. Can you give an indication of exactly how fast? In the technical reference it doesn't give instruction timings but simply states they execute in the NEON pipeline.... i assumed that means 1 FMAC per cycle.... BTW...
Back
Top