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  1. Adventus

    Pandora Sdl 1.3, Glu And Nehe Opengl Tutorials For The Pandora

    QUOTE I have heard that the SGX on the OMAP is not good at 2D things, is this right? A TBDR doesn't really gain you anything without a zbuffer because the fragment shader will still run on nonvisible fragments. Its still much quicker than software, you just don't get the zero overdraw...
  2. Adventus

    Dosbox Fun

    QUOTE Oh, that would give a good idea of how well Blood would run. In fact, please test Blood. You might want to check out zBlood: http://www.youtube.com/watch?v=WmP8N2jH_dI
  3. Adventus

    Commercial Projects

    QUOTE The Pandora's GPU has more shading power, but less triangle/polygon power. This means commercial games could look even better than on the XBox. The CPU is roughly as powerful, but can be overclocked, and there's also the c64x DSP to work with for specific types of repeating math. Yea...
  4. Adventus

    The "port Request" Wiki Page

    QUOTE Just added GemRB. It works on N810 and you can play BG2 and Planescape Torment. Yay Ahem, You should add: QUOTE Check request is not already in the "Projects Under Development" wiki page. Check that your request is not already listed on the wiki page. Determine if your request is...
  5. Adventus

    The Pandora Port Request Thread

    QUOTE I'v added a few other projects i'm working on to the wiki ( abuse, blobwars, opentryian, reminiscence, stratagus, the mana world and GLES2D) If you need any help with stratagus, send us a line, I did the GP2X port. Its pretty messy codewise. Hopefully it'll be a lot easier for you since...
  6. Adventus

    Release New Games Roundup Video From Craig

    QUOTE I think Quake 3 is running with NanoGL which translates OpenGL calls into OpenGL ES calls, which might be the bottleneck. If someone would write a native OpenGL ES implementation there should be a speed boost. I don't think that would change much. NanoGL is basically what you would be...
  7. Adventus

    Direct (close-to-the-metal) open-source SGX driver

    Are you refering to the OpenGL ES 2.0 to OGL2 emulators? I'm wrapping the other direction, OGL2 to OGLES 2.0. Possibly The reason TI licenced only the OGLES2 driver may be because the OGL driver is not very mature and they don't want people bitching about it. This kind of hardware is fairly...
  8. Adventus

    Depth sorting problems on SGX

    Stupid question but are you requesting a zbuffer when you set up EGL? You can set the minimum depth buffer size in your config attributes (default is 0), You can query the actual depth buffer precision used via: eglGetConfigAttrib(Display, Config, EGL_DEPTH_SIZE, &Value).
  9. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    Thanks that should work perfectly. I don't have to worry too much about the varyings yet, I can still do alot of packing. The spec requires a minimum of 8 varying vec4s... since I'm only using 2 components of the texcoords (although this may change) i can pack two in one vec4. I can also pack...
  10. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    Yep it should be entirely portable. Except maybe the runtime library loading which is fairly trivial. However I will optimise it for Pandora (NEON, etc) once i get an opportunity but i'll try to maintain portability. I'm unlikely to ever implement the full OGL2 feature set. There are heaps of...
  11. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    Yea i've used the binary format before for my other projects. It certaintly takes much more time to compile from source than upload the binary. I cache my fixed function program objects so the source upload should only happen once (unless you use all the cache = 128 programs). Ahh i see what...
  12. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    There is a bit of progress, I've added very simple music playback and a friend of mine is making some music over the weekend for it, but its on the back burner at the moment. Not having a Devboard / Beaglboard / Pandora kinda loosened my focus. Yea I'm a bit fuzzy about this legal stuff. I'll...
  13. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    You mean just in a .c file. Yea, I'll do that once its final. At the moment i enjoy the syntax highlighting that the PVR tools provide. If there's performance to be gained, I may move to dynamic vertex shader generation aswell at some point. Cheers, that would be great. I may write some in C...
  14. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    Its certaintly closer to an implementation. But you'll have to find out exactly what OpenGL functionality it uses. Yea, i figured the SGX is unlikely to be powerful enough to do per fragment clipplanes, so I pre-emptively made that approximation. I guess a better solution would be to put it in...
  15. Adventus

    OpenGL 2.0 to OpenGL ES 2.0 Wrapper. GPLv3.

    Hiya, Since the other forum is down I'll post here. I've written a wrapper that translates some of the OpenGL 2.0 API to OpenGL ES 2.0. As far as possible i've done it by reading through the OGL2 spec ignoring error production, but there is bound to be some oversights. Currently it runs most of...
  16. Adventus

    Any plans for texture compression, or not?

    Texture Compression greatly improves texture cache efficency and overall memory bandwidth. The PVRTC textures are decompressed in hardware after the texture cache, so you obtain the full benefit (unlike PSP). No one is likely to implement a more efficent algorithm in GLSL. The problem is that...
  17. Adventus

    Sgx Shader Performance

    QUOTE OpenGL ES 2 doesn't specify a matrix stack, you have to either get a separate matrix library or do the CPU math yourself, and then set it as a uniform variable in the vertex shader. Yep thats correct. I guess it is more demanding on the programmer.... thats generally the price of more...
  18. Adventus

    Ogre On Beagleboard

    I think you'll find that its ES1.1. The comments on the forum are mostly about setting up the GLESv1.1 emulator. There may be differences between the GL / ES Shading Languages which makes conformance with OGRE difficult.
  19. Adventus

    Sgx Shader Performance

    QUOTE 512 uniform scalars, perhaps? Haha woops. Yea 512. QUOTE So, 128 vec4s for the vertex shader and 64 vec4s for the fragment shader, and the driver may or may not pack floats into vec4s? Hmmm Kind of. No splitting of vectors is allowed though. Consider this senario: vec3 A; vec3 B; float...
  20. Adventus

    Sgx Shader Performance

    QUOTE Is there a known limit to how many uniform variables you can pass to a given shader? You have a maximum of 128 vertex and 64 fragment active uniform vectors. Basically you have a bank of 128 x 4 registers, its up to the driver implementation to pack your uniforms into these banks based on...
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