apersonthinks
Member
- Joined
- Sep 28, 2011
- Messages
- 387
Just as a test I rebuilt mednafen using this lib and its much slower than with software rendering... even the atari lynx module lags.
ver = (char *)glGetString(GL_VERSION);
sscanf(ver, "%d.%d", &major, &minor);
Yes, but that sound like a huge job ! But a GLES Galium drivers sounds nice...Imho, the best option to do this is to create a GLES backend for mesa... So everything will either be supported or use the software version that mesa provide...
There *is* a GLES backend for MESA. It's nice in theory. I think someone tried it earlier and reported almost no performance increase over pure MESA.Imho, the best option to do this is to create a GLES backend for mesa... So everything will either be supported or use the software version that mesa provide...
That's one of the projects I've looked at. I'm a long-time StepMania fan.I'm guessing this could get StepMania onto the Pandora?
What is the game play speed past the first level?Neverball works. Just has some rendering issues
if SDL_GL_SwapBuffers doesnt call EGL_SwapBuffer behind the scene (which it doesnt), you probably have to chane the call.Okay, so I looked into the hang, annoyingly it freezes up the Pandora, so can't use GDB on the device itself to get anything useful, however I tracked it down to a call to:
SDL_GL_SwapBuffers
When I step over this function it locks up. I guess the swap buffer function flushes the previous frames graphics commands and perhaps something in there gets into an infinite loop or something? Just guessing really.
Is there anywhere I can go from here? Or should I just await a new version of the lib with the hope it may get further?
It calls glXSwapBuffers, which I override. The point is you shouldn't need to change callsif SDL_GL_SwapBuffers doesnt call EGL_SwapBuffer behind the scene (which it doesnt), you probably have to chane the call.Okay, so I looked into the hang, annoyingly it freezes up the Pandora, so can't use GDB on the device itself to get anything useful, however I tracked it down to a call to:
SDL_GL_SwapBuffers