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  1. W

    Android

    Maybe for stuff like GUI glue code and related ... but if you are trying to write something like particle processing inner loops together with cache aligned particle classes/structures etc ... Java doesn't even come close. You know there is a reason why just about 100% of all commercial games...
  2. W

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

    Uhh .. you mean you want to be able to compile and run OpenGL apps on a device running OGLES 2.0 ? PS... Never mind ... looking at the source code I see what are you trying to do. The part with emulating combiners with a shader looks pretty impressive ... I am not sure how well it will...
  3. W

    SGX GLES 1.1 performance issues

    Well, it really depends on your scene .... you would need to first figure out if you are CPU bound - if you are not then it doesn't matter, you will need to look somewhere else. Personally, I would not use 300 draw calls on something like SGX/ARM if I could help it, simply because it seems (at...
  4. W

    SGX GLES 1.1 performance issues

    200-300 draw calls .. that's still a lot for a device like this. I would look into that.
  5. W

    iPhone Game Emulator

    For a device like this, it would make much more sense to actually create an emulator if possible then rewriting every darn game from scratch. In any case, it is a moot point - there will not be a working iPhone emulator running on Pandora.
  6. W

    iPhone Game Emulator

    Why would you want to waste your time replacing something that already exists ...
  7. W

    iPhone Game Emulator

    Uh .. not really .. depends what you are doing. I have a 3d engine running on iPhone and there are about 5 relatively small iPhone specific .mm files there ... out of about 70 C++ files. If you use OpenGL then the only thing you need from their API is context/swap interface ( unfortunately they...
  8. W

    iPhone Game Emulator

    You think so ? There are like 15 000 000 people using these things ... For every Pandora developer there are most likely about 300 iPhone devs ...how long do you think before iPhone platform accumulates anough cool software to make it worthwhile ?
  9. W

    Development using Vala?

    C# is basically Java done right ... Comparing C to C# makes no sense ... one is a low level language for hacking libraries or perhaps small and tight codebase ... the other full blown language for middle-tier development.
  10. W

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

    Why would anyone want to do that ? There are already implementations available for Windows and Linux ( Img Tech and ATI)
  11. W

    Any plans for texture compression, or not?

    It is not about ram .. PVRT speeds up rendering noticeably.
  12. W

    Sgx Shader Performance

    You wouldn't want to rely on OpenGL matrix code anyway ... generally, you are much better off using your own matrix code and avoid DLL calls for things like matrix operations.
  13. W

    Sdl: Lots Of Clips Or Lots Surfaces?

    If you are going to use OpenGL backed SDL on Pandora then atlas textures are DEFINATELY way to go - in fact with the OpenGL backend , having separate textures will kill your performance big time – glBindTexture is pretty darn expensive. If you are not going to use OpenGL based SDL then , on a...
  14. W

    From My Basement To You, Fellow Graphicians

    Depth based sorting is not that useful on SGX class of hardware - frankly, it is rather wasteful except for the final transparency sort, which should only be applied to transparent materials. I would suggest using some sort of custom hashkey sorting which would allow people to create their own...
  15. W

    Emulators For Developer?

    You can code for OpenGL ES using Imagination Technologies SDK either on Windows or on a Linux machine. I used their SDK as a basis for coding for iPhone - interestingly , I do 90% of my iPhone dev on Windows and only do device specific code (asm, testing) on the Mac/iPhone combo.
  16. W

    Hi. :) ......

    Do they know ? ----------------------------- PowerVR SGX.OpenGL ES 2.0 Application Development Recommendations.1.1f.External.pdf (part of their SDK) Section 7.10 Discard .... On PoverVR SGX discard is an expensive operation because it requires a fragment shader pass to accurately determine...
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    Hi. :) ......

    This is not something that they will be able to "fix" easily because it is tied to the way their tile based renderer works. Tile based rendering offers a lot of advantages but , as with everything, there are some tradeoffs and unusually slow performance of alpha-testing is one of them.
  18. W

    Hi. :) ......

    Well, I wouldn't think of this as a workaround but rather the preferred way of doing things :-) Personally I am not that big about uber-shaders precisely because you are at the mercy of your compiler and the hardware implementation. A small set of robust shaders (by robust I mean relatively...
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