GL Galore rocks!

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Re: GL Galore rocks!

Postby airsoftsoftwair » Sat Jul 04, 2015 11:03 pm

73 FPS here on Windows 7 and a Radeon HD 6450.
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Re: GL Galore rocks!

Postby Allanon » Wed Jul 08, 2015 4:12 pm

57-59 here on Windows 7
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Re: GL Galore rocks!

Postby bitRocky » Tue Jan 16, 2018 4:17 pm

I tried this demo again and still get this message in the debug log:
r300.library: Performance warning for task "Background CLI": Bitmap does not have BMF_3DTARGET set

Is there a way to set this flag? Where?

Also the fps is still around 10-12 on a PowerMac G5 with 2.3GHz for a so simple small demo...
There must be something wrong somewhere, this could be a nice platformer framework to easy create platformer games with hollywood!
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Re: GL Galore rocks!

Postby schiumacal » Wed Jan 17, 2018 12:11 pm

this my notebook: Hp Pavilion dv6 - CPU Intel i3 - RAM 4Gbyte - Graphic Card intel...

The your demo game is 29/30 fps on Windows7 ;-)
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Re: GL Galore rocks!

Postby airsoftsoftwair » Sun Jan 21, 2018 4:56 pm

bitRocky wrote:I tried this demo again and still get this message in the debug log:
r300.library: Performance warning for task "Background CLI": Bitmap does not have BMF_3DTARGET set

Is there a way to set this flag? Where?


This looks like an issue in TinyGL to me. On MorphOS GL Galore doesn't do any AllocBitMap() calls at all. This is all done by TinyGL so TinyGL is the only one who can set this flag when calling AllocBitMap()... have you asked the MorphOS team about this?
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Re: GL Galore rocks!

Postby bitRocky » Sun Jan 21, 2018 9:39 pm

I reported it, but I don't think it would make such a difference.

This small demo with only one moving sprite (the cat) should have more fps.

Seems to be an issue of the framework, because for example HollyMan has several moving objects/sprites and runs really smooth with around 20%-24% cpu usage.

Ok, the demo has a scrolling playfield but if it doesn't scrolls it shouldn't make any difference, but I don't really know;)
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Re: GL Galore rocks!

Postby airsoftsoftwair » Sun Jan 21, 2018 10:36 pm

I haven't looked at the jump'n'run framework but I guess it redraws the whole screen on every frame. Drawing lots of little tiles can surely slow things down quite significantly...
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Re: GL Galore rocks!

Postby jalih » Tue Mar 06, 2018 7:18 pm

bitRocky wrote:This small demo with only one moving sprite (the cat) should have more fps.

Seems to be an issue of the framework, because for example HollyMan has several moving objects/sprites and runs really smooth with around 20%-24% cpu usage.

Ok, the demo has a scrolling playfield but if it doesn't scrolls it shouldn't make any difference, but I don't really know;)


Scrolling currently don't make any difference and sprites have just little impact. My tile drawing code draws the whole viewport on every frame and with large resolution and small tiles, there is a lot to draw. I could probably add some kind of support for drawing just the "dirty" rectancles, if needed. Remember also that tiles need to be clipped into viewport before drawing. Scrolling is easy, you just move the viewport...
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Re: GL Galore rocks!

Postby bitRocky » Tue Mar 06, 2018 8:19 pm

jalih wrote:
bitRocky wrote:This small demo with only one moving sprite (the cat) should have more fps.

Seems to be an issue of the framework, because for example HollyMan has several moving objects/sprites and runs really smooth with around 20%-24% cpu usage.

Ok, the demo has a scrolling playfield but if it doesn't scrolls it shouldn't make any difference, but I don't really know;)


Scrolling currently don't make any difference and sprites have just little impact. My tile drawing code draws the whole viewport on every frame and with large resolution and small tiles, there is a lot to draw. I could probably add some kind of support for drawing just the "dirty" rectancles, if needed.


I think this would be better! This should make some real difference in fps!
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