Ah, that was a sneaky one. I was already considering an angry email to IMGTEC ; )paeryn said:Ahh, I was using -other_up and -invert_cull. Removing -invert_cull gives the proper scene.
And in-case you're wondering, the girl renders at 8-10 fps, the tie-fighter at 28-40 (it does fill the screen when at 28) these were done with -screen 800x420:16@60 which fills the screen apart from the taskbar and title bar.
You can commit the changes as you wish. The compiler settings you had should work with the other toolset that's around here somewhere (codesourcery based) but I use the Ångstrom gcc-4.3 one. But I think the CXX line needs adding as the only time $(CC) is being called is for the final linking.
And you're very right i'd be interested in the fps. Which shader was that, btw - the default one (normal orientation visualizer)? Even so, fps is not bad for a 105K- and 28K-vertex heavy models, respectively (and drawn twice : ). May i ask you to run a few short tests on the phong shaders when you have the time? For the purpose build the app with -D__DONT_CLIP__ option and run the app with each of the two models. At runtime:
1. press [p] once for 1-light per-pixel phong
2. press [p] second time for 1-light per-pixel phong using a normalizer cubemap (that one is rather redundant, but it's there for legacy reasons)
3. press [p] third time for 3-light per-pixel phong
Again, many thanks for all the help!
Last edited by a moderator: