fettouhi
Active Member
Does this mean that we also can run a 3D accelerated desktop, i.e. compiz?
Regards
André
Regards
André
Compiz has nothing to do with SDL right ?fettouhi posted on May 30 2009 at 12:57 PM said:Does this mean that we also can run a 3D accelerated desktop, i.e. compiz?
Regards
André
I think they may talk about large textures. And yes i saw that i loose a large amount of frame per seconds when using 1024*1024 textures ( around 10 fps less ). It's why i'm adding tiles support in my GLES 2D library, so we can do great 2D platformer backgrounds without loosing on the framerate. But for others textures size, it's great. If i remember correctly, i did a test with 512 textures (32*32) with scaling, blending and rotation at around 30 fps ., I'm going to see if I can get Monty in here to speak about it.
I got confused about that . I was thinking about the SGX driver for some reason.Cpasjuste posted on May 30 2009 at 02:09 PM said:No, there is nothing related. When i talk about a pandora video driver, i mean an SDL pandora video driver. This apply only to SDL 1.3 applications.
In fact i just saw what you are doing right now ( your lerp project) and i must say that it's very impressive. I would be very happy if we could work together to make my library better., and old fashioned "newbie" glBegin/glEnd calls to draw textured blended quads.
If I switch to SDL1.3, do I just use it's internal "draw quad" functionality, and get all the GLES stuff handled for me? Will I still need to use SDL_Image for the png loading?
Also, can someone point me at a set of ready built Win32 binaries for SDL1.3? Last time I looked I could only find source repositories, that I got in a muddle trying to get to build!
Sure you do, a TBDR works just as fine with or without a zbuffer. The only difference is that with the zbuffer present , you don't have to worry about back-to-front sorting of your geometry. If you submit your geometry in the correct order, even without the zbuffer present, it will still cull nonvisible fragments.Adventus posted on May 29 2009 at 05:41 AM said:QUOTE
I have heard that the SGX on the OMAP is not good at 2D things, is this right?
A TBDR doesn't really gain you anything without a zbuffer because the fragment shader will still run on nonvisible fragments. Its still much quicker than software, you just don't get the zero overdraw advantage.
JayFoxRox posted on May 31 2009 at 10:47 PM said:You don't have to blit with the CPU anymore - the GPU can "blit" and also rotate, scale etc. your graphics. Besides that you get hardware accelerated alpha blending and other features.
Pixel shaders are interesting too, you could do bump mapping for example. Or you could blend between 2D and 3D which also offers alot of cool things if done right.
In OpenGL ES 2.0 there is no real difference between 2D and 3D - you have to project 3D objects to the screen, instead of that you can also just send 2D coordinates and skip transformation (which is done in the vertexshader. There is no default shader and you MUST create one, so if you only want 2D you only output the input values, if you want 3D you multiply it by a so called projection-matrix before)
I hope this is easy enough to programm, so many coders can squeeze this power out of the Pandora easily. Suddenly I have a sidescrolling Jump'n Run in mind where you can turn the entire retro Graphic from 2D view in 3D..."FEZ" anyone? ^_^
Not much help in terms of emulating ( although sometimes it can be helpful) but for regular 2d games there is simply no comparison ... and don't forget about all of this being done on the GPU which means you get it all almost for free... which in turn means you can dedicate your CPU time to all sorts of other cool things ( enhanced AI, physics etc)also help in 2D games and/or Emulators? Faster scrolling? More animated Sprites? More Parallax-Layers and Hardware calculated Graphic Effects like explosions, flares, flashes etc...? ^_^
Put simply, you can draw stuff a lot faster using OGL than you can in software. When I was doing everything in software, my game's engine could only just manage about 30fps (scaling, rotating and drawing all the images.) Since I moved to OGL, I've got it capped at 60fps, which uses about 8% of the total CPU time (or about 200fps maxed out). Obviously mileage will vary, but pretty much anything that involves drawing lots of stuff to screen will benefit greatly - especially if it needs to do any zooming, rotation, or alpha blendingalso help in 2D games and/or Emulators? Faster scrolling? More animated Sprites? More Parallax-Layers and Hardware calculated Graphic Effects like explosions, flares, flashes etc...? ^_^
I believe they're packaging all the drivers with the OS. For the beagleboard, you have to build your own OS.wardred posted on May 31 2009 at 04:19 PM said:Another question. There don't really seem to be "production" 3d drivers for the Beagleboard yet. You still have to contact T1 for it. The Beagleboard uses the same omap3 chipset as the Pandora. We won't have to go through a song and dance to get the 3d drivers installed on the Pandora will we?
As xorg is doing 24bpp when you're asking it 32bpp, then i just think the PowerVR guy just sayd that the driver will support true color (Microsoft lied to us when speaking about 32bpp...)should allow 32bpp, but i don't think/know if it will support 24bpp.