lulzfish
Pandora Defense Squad
I see from the OpenGL ES specification that there's a fixed-point type defined, whereas most desktop OGL stuff uses either integers or floats.
I've also heard that the Pandora's CPU doesn't have a great floating-point unit, and has to use the NEON which is a bit more complicated and probably much slower, compared to fixed-point math, than on a desktop platform.
So I'm asking whether the Pandora's GPU will be able to handle floating-point math? [for matrices, etc.] It appears that for a lot of shading stuff, you can use 16.16 fixed or floating point, but desktop GLSL mostly uses floats, and I want to know now whether I should try to set up matrices, etc. as fixed- or floating-point.
It seems OGLES requires the application to handle matrices, and I'm trying to figure out how exactly to do that.
edit: Or if somebody could just link to the SGX's specifications, that would help. I saw them on here somewhere once, but I can't remember where and it's much simpler to just ask the forum. >_>
I've also heard that the Pandora's CPU doesn't have a great floating-point unit, and has to use the NEON which is a bit more complicated and probably much slower, compared to fixed-point math, than on a desktop platform.
So I'm asking whether the Pandora's GPU will be able to handle floating-point math? [for matrices, etc.] It appears that for a lot of shading stuff, you can use 16.16 fixed or floating point, but desktop GLSL mostly uses floats, and I want to know now whether I should try to set up matrices, etc. as fixed- or floating-point.
It seems OGLES requires the application to handle matrices, and I'm trying to figure out how exactly to do that.
edit: Or if somebody could just link to the SGX's specifications, that would help. I saw them on here somewhere once, but I can't remember where and it's much simpler to just ask the forum. >_>
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