Release TinyGLES


The texture uploads may be slow, but you can avoid them with sparse textures (GL_TEXTURE_3D) or atlases.


This is more doable with 2D games, but with 3D games the texture uploads are annoyance indeed.
I'm running into workloads that require (at least) a texture upload per frame, and that's still pretty slow (and in my case still doesn't result in very accurate rendering).
Did you look at texture streaming? ptitSeb was doing some things with it in this thread.
 
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Texture streaming does look interesting. I think Z order would still kill the fps for my worst case.
 
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Do current Pandora programs automaticly benefit from that technic or must every ("classic" GLES) program be optimized for the TinyGLES?
 
Best case it works out of the box. I'll try to do as much of the optimization as I can in the library.
 
I don't know much about the DSP. Maybe it could do something like full-screen pixel conversions on a 1-frame delay for a slight boost (as I'm already using NEON for other things).

If you want to get super crazy, I could *also* use the SGX for... something...
 
This stuff will become known as the TI OMAP 3 Super graphics framework ;)


Using EVERYTHING in the soc to speed up rendering.


Maybe also the soundchip, sdcard controller and wifi module could be useful.
 
But that way it would be useful for something...


Could process one frame in 10 seconds.
 
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