Search results

  1. drkIIRaziel

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

    PowerVR needs to store screen-space transformed vtx's to ram (well, clx2 did .. and propably sgx does it that way too). So generating geometry on the cpu is gona be just as fast as sending it (in fact it may be slower due to USSE limitations). The geometry b/w is *much* smaller than the...
  2. drkIIRaziel

    A Launch title - A community effort.

    I can help with coding, i can code C/C++ and have used opengl/sdl and direct3d before :). I can contribute a few (1 -2) hours per day at it. Before any code gets written, the basic aspects of the game have to be decided. I have worked previously on similar projects and if you don't have a doc...
  3. drkIIRaziel

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

    [a bit more offtopic] Actually the cost of a typical (textured w/ 16 bit coords, colored) triangle is around 28 bytes (7 vtx per strip*20 bytes per vtx/5 triangles the strip contains) so vram is not that much of a problem. Games use small textures anyway ;p.DC can be setup to only store half a...
  4. drkIIRaziel

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

    Well, the 800K is just a guess :p.Best games send ~ 1.1 MVerts, including the overhead of uniting quads-lists (50% iirc) and triangle strips (much lower, but close to 10%).Many games are in the low 200's.Quite a few games don't use the fpu at all (ie THPS serries, they used fixed point ;p)...
  5. drkIIRaziel

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

    Hmm, very interesting thread :) I can fill in some info about how clx2 works The clx2 is broken into 2 parts, the TA (tile accelerator) and the CORE (rasteriser). On dreamcast normally a game generates 3d geometry with the cpu (frame n+2), sends 3d geometry to TA using DMA (frame n+1) and...
  6. drkIIRaziel

    CLEARLY the emulator everyone should focus on should be.....

    It runs at 1-3 FPS on the psp without a dynarec. Pandora can't be worse than that :) ARM is very different from the sh4 (it is mostly a superset of it; i don't know about the fpus ...) and emulation will be hard and possibly slow. The SGX chip is very different from the CLX2. They cannot be...
  7. drkIIRaziel

    Where are detailed specs of PowerVR SGX

    PowerVR keeps an small internal Color, Stencil and Z buffer to hold one tile.After it is done processing one tile, the color buffer is stored to the ram and the next tile gets processed.If the code does not clear the z/stencil buffer PowerVR may be forced to also store the Z buffer to the ram...
  8. drkIIRaziel

    So What Do You Expect It To Do?

    I hope : Stable Opengl|ES driver :P Working gdb remote debugger I plan to get one from the first batch actually. Imagination technologies have an opengl|ES emulator for pc, so the only thing i need the Pandora for is the dynarec, and if all goes according to the plan most of the middleware...
Back
Top