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  1. H

    GP2X Vincent For Gp2x Alpha

    Thanks for providing this. Reminds me that I should chop-chop with my outstanding fixes :) . I have 5 more regressions to go... At the same time, if anyone is interesting in chipping in, let me know. - HM
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    GP2X How To Get Stack Pointer And Stack Base Pointer

    Boehm-Dehmers-Weiler (already mentioned above) works without any meta-data. And yes, everything that looks like a pointer into heap memory is treated as such. Edit: Obviously, this was the wrong pointer; MzScheme uses the Boehm collector. I'll send a pointer to the right code if I find it. - HM
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    GP2X Vector Intersection Without Floats

    If you look for ClipPrimitive() in ContextRender.cpp, you'll find an implementation of the Sutherland-Hodgman algorithm. It's for 3D, but as you can see the code actually loops over the dimensions, so just set the upper bound from 3 to 2. Key ingredient is an efficient fixed point division...
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    GP2X 3d File Format For Vincent Suggest?

    Per frame (55-58ms), 14-16 ms is spent on pixel filling, the rest is geometry, triangle setup and plus buffer swap. For the pixel filling part: That's why I included C-source equivalents of the inner loops, so that somebody else can take a look at it. There is one design choice which I have...
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    GP2X 3d File Format For Vincent Suggest?

    TRI-STRIPS!!! What I meant to say: One of the most important performance factors is to reduce any unnecessary computation, and tri-strips help cutting geometry (lighting) processing a lot. So try to avoid a structure that uses triangles as faces with 3 indices into the vertex coordinates...
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    GP2X Vincent For Gp2x Alpha

    I updated the build on the download page http://homepage.mac.com/hmwill/FileSharing6.html. There is still one crash I get when using texture combine (GL_COMBINE) with certain parameter settings that I need to track down. I also had to partially back out some of the changes I had made to the...
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    GP2X Vincent For Gp2x Alpha

    Just as an update: As I am running my regressions, I realize that some very fundamental stuff is broken in the current build out there. I'll post an update later tonight... - HM
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    GP2X Flushing The Processor Cache?

    For reference, I am answering my own question here: #define CLEAR_INSN_CACHE(BEG, END) \ { \ register unsigned long _beg __asm ("a1") = (unsigned long) (BEG); \ register unsigned long _end __asm ("a2") = (unsigned long) (END); \ register unsigned long _flg __asm...
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    GP2X Vincent For Gp2x Alpha

    OK, so I am posting a first build of the Vincent library for the GP2X. You can download it here. This time, I am including both the source as well as binaries. It's not a full distribution yet, hence I am posting it on my personal web page instead of Sourceforge (even though all the code is...
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    GP2X Vincent On Gp2x

    GDC begins next Monday... I still plan to post the update after this weekend. - HM
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    GP2X Vincent On Gp2x

    Yes, the new rasterizer is coming along very nicely, and both performance as well as memory footprint are improving substantially. I am currently debugging the non-JIT version, and hope to get the new JIT version hooked up over the next 2 weeks. I expect to post an updated version (incl. support...
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    GP2X Floating Point Vs. Fixed Point Benchmarks?

    You probably need to run some benchmarks. The 16.16 multiply as usually implemented using a 64-bit intermediate is 3 instructions (smull, shift, or/shift) if compiled properly. - HM
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    GP2X Floating Point Vs. Fixed Point Benchmarks?

    Like this fixed.cpp. - HM
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    GP2X Vincent On Gp2x

    Between 15 and 18 fps at 732 triangles per frame. As said, I will post an update once I am through with the improved rasterizer. As I understand, gp2x_video_flip is pretty much exactly what eglSwapBuffers is supposed to do. So a little could be shaved off (memcpy of the EGL surface) by using...
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    GP2X Vincent On Gp2x

    Thanks, but how do you *display* the timings? You might remember that the original code for Win Mobile even shows the timings for clearing the screen, swapping the buffers and actual rendering time per frame... - HM
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    GP2X Vincent On Gp2x

    Yes, that's about what I thought; with all operations being batched through DrawArrays/DrawElements it's even possible to simplify the commands down to either configuring the rasterizer to point, sprite, line or triangle rasterization (incl. textures), and sending over queue entries of point...
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    GP2X Vincent On Gp2x

    Actually I don't know myself yet... Does anyone have a fps code snippet that I could throw in? Otherwise I'll wait until I have the SDL adaptation. The car is 732 polys (non-striped), and on another 200 MHz ARM (also a StrongARM derivative) it runs at 25 fps. Right now, the GP2X *looks* like...
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    GP2X Vincent On Gp2x

    So here is a first build of the little dodge demo of Vincent for GP2X, you can download it here. Usual procedure, unzip, copy to root folder of an SD, launch as game. What is Vincent? Vincent is a OSS project working on an implementation of the OpenGL ES 1.1 API for mobile devices. More...
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    GP2X Flushing The Processor Cache?

    So I am trying to pick up things where this attempt to port Vincent to the gp2x left off. Looks like that the library was effectively compiled in debug mode, because the GCC configuration in the dev kit defines __arm__, but neither ARM nor _ARM_. Anyway, settings this enables the JIT, which...
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    GP2X Tinygl Ported To Gp2x

    I see... :) Once I get my device next week, I might ping you for your port of the egl stuff. That will get me started faster. - HM PS: And no more hijacking of the TinyGL thread...
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