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  1. satacoy

    Caanoo / WIZ [Windows]Setting Up A Development Environment For The Wiz?

    Termula will probably dump out an error message that will help you understand what you're doing wrong. It's clumsy to use, but can really help in these kinds of situations.
  2. satacoy

    How To Improve Opengl Es Performance?

    Are you shutting down OpenGL properly? I remember having the same exact problem, at some point it stopped happening, I just don't remember what exactly I changed to resolve it. I shut down OpenGL thusly: eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)...
  3. satacoy

    Philosophy For Gamers

    There is no ‘Present’, its either the ‘Near Future’ or the ‘Recent Past’ – George Carlin
  4. satacoy

    How To Improve Opengl Es Performance?

    It looks like to me that your using a VBO for the texture information, but not for the vertices. I'd expect your drawing code to do something more similar to: glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexPointer(2, GL_FIXED, 4 * sizeof(GLfixed), 0)...
  5. satacoy

    Sgx Opengl Es 2.0 Application Development Recommendations

    Maybe I'm missing what you're trying to accomplish, but once you uploaded the texture, why wouldn't use just scale it using OpenGL? Upload the texture once, mapped to a quad or rectangle, then scale the rectangle via glScale or something similar.
  6. satacoy

    Highspeed Timer(Counter)

    Did anyone ever figure out how to get a reliable clock down to the millisecond (or better) range? I'd like to calculate how many milliseconds have passed since the last frame, the libcastor lc_gettime() function doesn't appear to be nearly accurate enough.
  7. satacoy

    Simple Shoot-em-up Development

    I'm sticking a fork in it. After nearly a year at playing around with this, I think I can finally consider my original goals met. I haven't added much functionality since the last post, so no new video. Here is a screenshot of the final product: I managed to get my line based text working...
  8. satacoy

    Simple Shoot-em-up Development

    Yeah, the difference between the two filtering methods is hard to detect when looking at it on the Wiz. I've been hoping for almost-free alhpa blending and rotation/scaling for a long time now. It's nice to finally be at that point.
  9. satacoy

    Simple Shoot-em-up Development

    I'm re-using some line based fonts from BlastRiot. I might still tweak that code so that it's not constantly recalculating and submitting the vertexes.
  10. satacoy

    Arena Shooter

    Cool, thanks for testing!
  11. satacoy

    Arena Shooter

    Oops, forgot to mention that you need the OpenGL ES libraries installed before this will work. Download this: http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,23,54 and run "install.gpe" if you haven't already done so.
  12. satacoy

    Simple Shoot-em-up Development

    There's no built in support for bitmap fonts, at least in the ES variation. I was planning on rolling my own, applying font decals to polygons. I have not, thanks for the pointer. I hope it's something simple like that. I was starting to go down the road of trying to understand glTexEnv...
  13. satacoy

    Simple Shoot-em-up Development

    I've made a few changes that have sped performance up a bit. . You can download the Wiz binary here: http://www.blastriot.com/tutorials/tutorial8b.zip Extract it to a folder, and use the launcher to launch tutorial8.gpe. Use the "Select" button to exit, the shoulder buttons to rotate, and...
  14. satacoy

    Arena Shooter

    Could someone who has firmware 1.1 try this out? http://www.blastriot.com/tutorials/tutorial8b.zip Extract the zip file to a folder on your SD card, then use the launcher utility to browse over to that folder, and launch tutorial8.gpe. Exit the app with the "Select" button, use the shoulder...
  15. satacoy

    Simple Shoot-em-up Development

    After some frustration fighting with OpenGL on the Wiz, I finally got Tutorial 8 running on the actual Wiz hardware: . Pickle's OpenGL/SDL archive topic finally got me compiling properly, from that point it was fairly trivial to get things running properly. OpenGL doesn't seem to be...
  16. satacoy

    Opengl Arena Shooter Progress

    With a lot of help from Pickle, I've managed to get my arena shooter/tutorial running on the Wiz: . It's not perfect, there's quite a bit of slowdown, some of the alpha blending isn't quite right, and the controls are rough. But, overall not bad for a first try. I'll clean things up a bit...
  17. satacoy

    Sdl 1.3 With Opengl-Es

    I found that by modifying the rgbset.right and rgbset.bottom values to 320 and 240, the bar disappeared. Looks like you just beat me to it! The gl.h version that seems more complete came from wizGLES/GL/gl.h in the http://pickle.gp2x.de/wiz3d.zip file. I've been able to swap it in with no...
  18. satacoy

    Sdl 1.3 With Opengl-Es

    I'll double check when I get home tonight, and find out which file it was. I'm not using the SDL stuff, just the straight opengles, and was able to shutdown cleanly and restart several times without any side effects, so I was guessing the shutdown issue was related to SDL. I'm also planning...
  19. satacoy

    Sdl 1.3 With Opengl-Es

    It has helped, I can now get a simple program compiling and running. One thing I noticed: In the .h files you've included in the GLES directory, a lot of the fixed point functions and definitions are missing. For example GL_FIXED isn't defined, nor is glColor4x. I was able to find them in a...
  20. satacoy

    Sdl 1.3 With Opengl-Es

    Thanks for doing this Pickle! I'd become so frustrated at trying to get an OpenGL project to compile properly that I'd given up. I'm downloading this now, it should really simplify things for everyone.
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