Without music, it should work ok. Time will tell ^_^How well is this likely to run at 800Mhz after optimisations?
Is it possible to tell?
Great work anyway, I'm looking forward to this one
Yes, I have enable neon support. It is float intensive, and the -ffast-math seems usefull (I didn't notice any bad side effect). I may have to look to see if they just use float or double, I think it's float, but have to look deeper.Maybe physics code is using floats a lot, make sure you enable VFP instruction support with "-mcpu=cortex-a8 -mtune=cortex-a8 -mfpu=neon -mfloat-abi=softfp". It's not enabled by just -O3 -Ofast or whatever.
Ok, thanks. I'll try to play with the "animation"... For the info, I am using the ogl-es branch (slighlty modified), and I confirm gles2 doesn't work. I'm trying to get RTT to work. Than, I have a few texture left to resize, take care of the "files that need to be written" and make a PND.I pointed the STK dev team to this forum:
http://forum.freegamedev.net/viewtopic.php?f=17&t=4249
Feel free to ask about further improvements
BTW Thanks for giving it a try
I don't have a PND yet, and it will be too big to be put here anyway (10Mo limit of size inside the Forum). So it will go directly to the repo (tagged as beta maybe).I wish I knew more about programming and compiling. I'd love to test any PNDs any of you guys might want tested.
Driver->extGlGenRenderbuffers(1, &DepthRenderBuffer);
Driver->extGlBindRenderbuffer(GL_RENDERBUFFER_OES, DepthRenderBuffer);
Driver->extGlRenderbufferStorage(GL_RENDERBUFFER_OES, InternalFormat, ImageSize.Width, ImageSize.Height);
Driver->extGlFramebufferRenderbuffer(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, DepthRenderBuffer);
Driver->extGlBindFramebuffer(GL_FRAMEBUFFER_OES, ColorFrameBuffer);
Note that you can select the grpahics level in more detail - either in the GUI, or look at the config.xml file.Ok, previous test was running with level detail of "3". I have reduced the level to "1" (no more animation), and I have better framerate. Betwen 20 and 30 fps on the same track !
*EDIT*, I was playing at "4", and now I tried "2". "1" is with non-animated background object (didn't tried yet)
Have you tried disabling FBO? It is usually a driver issue, but we have been able in the past to fix some texture issues for some people by disabling FBOs.Anyone has got an idea ???
The low-poly objects are used for LOD (level of details) - depending on distance an appropriately low-level (even empty iirc) version is shown.I don't know how relieble the ingame fps counter is, but I haven't found a direct link between triangle count (that go from 7K to 30K sometimes) and framerates. There are some "low poly" models also, for somes objects (bananas, gift, I don't remeber). Haven't see if there are automaticaly used or not. Another thing to check (and se the effect of that).
If you have fixed any bugs or other improvements I would be interested in the patch, as would be the irrlicht team I am sure.Ok, thanks. I'll try to play with the "animation"... For the info, I am using the ogl-es branch (slighlty modified), and I confirm gles2 doesn't work. I'm trying to get RTT to work. Than, I have a few texture left to resize, take care of the "files that need to be written" and make a PND.
Do you have any idea which graphical details caused the most overhead (or the other way round: disabling which feature gave you the most benefit)? Likely kart animations was the main contributor, but it would be good to know what else has a significant impact on slower systems.Ok, I have put an early beta to the repo. I have tested it on a Rebirth (O/C at 1GHz) and a CC (O/C at 800 MHz), and both are working fine, once you lower detail to "2". I still don't have any RTT working. I deactivated FBO inside Irrlicht, but no better result. The only way to have some kind of RTT is using GL_RGB, but without Alhpa channel, it's useless.
I open a thread in "Software news" : http://boards.openpandora.org/index.php/topic/12213-supertuxkart-for-pandora/
The core STK team just doesn't have enough developers to support all ports, that's why we restrict the list of officially supported platforms. Plus none of us has an openpandora, so we couldn't even test.As it is, the minimap and kart preview display what look like random textures discarded from other parts of the game.
If making them work properly is a long term goal, could they just be disabled entirely in the meantime?