GL Galore rocks!
- airsoftsoftwair
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Re: GL Galore rocks!
73 FPS here on Windows 7 and a Radeon HD 6450.
Re: GL Galore rocks!
57-59 here on Windows 7
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[Allanon] Fabio Falcucci | GitHub for recent works | Support me on Patreon for Hollywood libraries | ☆★ All my links ★☆
[Allanon] Fabio Falcucci | GitHub for recent works | Support me on Patreon for Hollywood libraries | ☆★ All my links ★☆
Re: GL Galore rocks!
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!
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!
- schiumacal
- Posts: 3
- Joined: Thu Mar 30, 2017 2:24 pm
Re: GL Galore rocks!
this my notebook: Hp Pavilion dv6 - CPU Intel i3 - RAM 4Gbyte - Graphic Card intel...
The your demo game is 29/30 fps on Windows7
The your demo game is 29/30 fps on Windows7
- airsoftsoftwair
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Re: GL Galore rocks!
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?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?
Re: GL Galore rocks!
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;)
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;)
- airsoftsoftwair
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- Joined: Fri Feb 12, 2010 2:33 pm
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Re: GL Galore rocks!
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...
Re: GL Galore rocks!
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...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;)
Re: GL Galore rocks!
I think this would be better! This should make some real difference in fps!jalih wrote: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.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;)