WOOHOO!'MWeston' said:It looks like the guys are able to post some demos of the 3D stuff now that it is baked into Angstrom. Check it out:
CODE
http://blogs.distant-earth.com/wp/?p=54
CODE
http://www.youtube.com/watch?v=wnr4HCIoFlk
2:32 - Is this a videocodec failure or a graphical HW/SW glich?'MWeston' said:CODE
http://www.youtube.com/watch?v=wnr4HCIoFlk
Someone will correct me if I am wrong, but programs still share the framebuffer and anything full screen can be interrupted by another process drawing to the screen (like a roaming mouse). It's still in the roadmap to provide locked out access to the hardware so that you don't get everything drawing to the screen at once (like that PSX demo showed).'quasist' said:2:32 - Is this a videocodec failure or a graphical HW/SW glich?
Doesn`t that already exist? CODE'mali' said:Great
Pickle is working on an OpenGL ES version of Quake AFAIK, it would would be really cool to have a vid of it sometime
If there are OpenGL ES experts reading this, he might be happy to get some help, he is active in the WIZ section of this board.
'Multiplex' said:Pretty sure that some of that is in the code Pickle is working from as a base.'mali' said:Great
Pickle is working on an OpenGL ES version of Quake AFAIK, it would would be really cool to have a vid of it sometime
If there are OpenGL ES experts reading this, he might be happy to get some help, he is active in the WIZ section of this board.
Doesn`t that already exist? CODE
http://koti.mbnet.fi/hinkka/Download.html
I have been talking to him about getting Quake running better on the Wiz and running on the Pandora. Also playing a little with trying to get Quake 2 GL going but don't expect me to get very far as I have enough other things to work on.
Yep. The MBX line is a step below the SGX line. Anything that can be done on an MBX should be possible on an SGX as well (I only say possibly because I don't want to give out any false information).'jens.l' said:Is it possible to see the Power VR MBX Racer Demo on the Pandora ?
[url=http://www.youtube.com/watch?v=zH0rNaoGx5o]http://www.youtube.com/watch?v=zH0rNaoGx5o
[/url]
Jens
Good thing we have not turned it up to 11 yet then.'maciek_urbanski' said:It seems that low-complexity scenes are getting 25-50 FPS, but some shaders (like at 5:10) get very slow...
Here you have 3D demos with more complex scenes on beagleboard:
CODE
http://www.youtube.com/watch?v=3ToYOgP9f9U
I don`t know about resolution, but FPS is on the poor side...
We`ll have to optimize heavily.
As a side note - I`ve made some experiments regarding limiting shader/fillrate via chrominance subsampling (rendering low-res chrominance and full-res luminance on SGX and then reconstruction to RGB on DSP).
It seems that with some creative color space (I`ve made something YUV-alike) and joint bilateral upsampling it looks mostly OK when chrominance is sub-sampled as low as 1/16.
This gives (1+1+1)/(1+1/16+1/16) = 2.66(7) times less shader invocations on SGX (with some limitations).
Next I`ll experiment with quincunx luma subsampling and edge edge-directed reconstruction.
If anyone is interested I can post another thread with screenshots from my experiments. ;]
You mean 110? 110MHz ?'craigix' said:Good thing we have not turned it up to 11 yet then.