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  #11  
Old 10th August 2008, 02:50 AM
ycavan ycavan is offline
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Quote:
Originally Posted by cp_kirkley View Post
In the words of the great Sammy L.

That's just rude, dood... lol

Anywho, it looks like the problem w/ texturing is that our drivers do not seem to support mipmap. By commenting out the linear mipmap flag when loading the texture, we get a fully working opengl es test app. I get about 44 fps.

See for yourselves.

testapp2.zip

@nushrike, both of your libgles_cm.lib's are designed for the 'THUMB' device. It's ok. I'll just keep on linking to the vincent lib.

Just remember that our driver does not support mipmap.
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  #12  
Old 10th August 2008, 11:07 AM
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NuShrike NuShrike is offline
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I think it's eVC is too old then. It's been thumb since WinCE5. Most all the system libs I have to link to insiste on Thumb -- if I set it to ARM, it refuses to link. Hey, that's an idea.. I'll try ARM to see if it generates any .lib.

For hardware, or supported mipmapping (software or not), look up glGenerateMipmapOES(GL_TEXTURE_2D). The tech demo I posted earlier demonstrates this. It's that blurry looking rotating texture behind the checker-board and various other textures.

edit: nope, can't create a dummy .lib by trying to link ARM.
Instead, you can modify Vincent to fake-support the extended functions as you need them and as they exist in the HWA .dll exports list. Here's an example:
Code:
#ifdef __GL_EXPORTS
#   define GL_API __declspec(dllexport)
#else
#   define GL_API
#endif

#define GL_APICALL GL_API
#define GL_APIENTRY
#ifdef __cplusplus
extern "C" {
#endif
{
	GL_APICALL void         GL_APIENTRY glGenerateMipmapOES (GLenum target)
	{ return; }
#ifdef __cplusplus
}
#endif

Last edited by NuShrike; 10th August 2008 at 11:52 AM..
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  #13  
Old 10th August 2008, 07:31 PM
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NuShrike NuShrike is offline
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Quote:
Originally Posted by NetrunnerAT View Post
can you make a sourceforce project??
No code to make it a SourceForge project. Now, if it was code to make the drivers, that would be worthy.

ycavan: figured out your bug. You have to pass NULL for configAttrib (the last parameter) for eglCreateContext, and eglCreateWindowSurface. Also, using glGenerateMipmapOES(GL_TEXTURE_2D) with your source, texture works fine now. Same FPS. I'm seeing if converting to GLfloat will speed it up.

edit: float is no speed increase so far, but no decrease either.

Last edited by NuShrike; 10th August 2008 at 09:12 PM..
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  #14  
Old 10th August 2008, 09:35 PM
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NuShrike NuShrike is offline
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Quote:
Originally Posted by ycavan View Post
105171
How do you get this to run? I've already asked you in PM that WinCE doesn't support the concept of "current working directory" and you use in your code.
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  #15  
Old 11th August 2008, 01:42 AM
ycavan ycavan is offline
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I'm sorry about not responding to the pm's... lol, I just didn't see them.

Anyway, just unzip the file on your pc and copy the exe and resources folder to your device and run the exe. Just make sure to keep the exe and resources folder together.
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  #16  
Old 11th August 2008, 07:25 PM
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NuShrike NuShrike is offline
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Quote:
Originally Posted by ycavan View Post
Anyway, just unzip the file on your pc and copy the exe and resources folder to your device and run the exe. Just make sure to keep the exe and resources folder together.
It doesn't work for me after I drop it into the "Program Files" folder because this code is hard-coded for root directory then.
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  #17  
Old 11th August 2008, 10:23 PM
ycavan ycavan is offline
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really odd... i ran the program in its own directory w/o a problem... i'm @ work, so i'll check it out when i get home.

it looks like the "resources" directory must be on the root of the device...

I'm working on finding the cwd, but loading resources fails even though it's the correct wd... :P

You guys can try and see if this works...

Code:
TCHAR tPath[255];
char sPath[255];

// get full path to this executable
GetModuleFileName(NULL,tPath,255);
// find the last '\'
TCHAR* pos = wcsrchr(tPath,'\\');
// end the string after the last '\'
*(pos+1) = '\0';

// copy wide char array to multi-byte string
wcstombs(sPath,tPath,255);
sPath should contain the working directory... but my app is failing the resource loads even though this is the same full path as before...

Last edited by ycavan; 12th August 2008 at 04:12 AM..
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  #18  
Old 12th August 2008, 10:47 AM
jaikben22 jaikben22 is offline
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this can be very intresting for xda flame with goforce? can you build the libs because there is no SDK avialeble, the test app doesn't work message:

OpenGL ES init error:
eglInitialize
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  #19  
Old 12th August 2008, 03:08 PM
ycavan ycavan is offline
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Quote:
Originally Posted by jaikben22 View Post
this can be very intresting for xda flame with goforce? can you build the libs because there is no SDK avialeble, the test app doesn't work message:

OpenGL ES init error:
eglInitialize
EDIT:
Just realized that you're talking about another phone w/ the goforce... lol
You will need to prolly google "goforce opengl es sdk" There should be quite a few out there.

On another note... I figured out the problem with working directory resource loading.
I prefer to make a call once when it's something configuration-related... like storing my current working directory... it seems that evc4 doesn't like it when I do that so I had to update mesh.cpp and texture.cpp to perform the GetModuleFileName calls in each load function.

Here's an updated TestApp2. You just need to keep testapp2.exe and the resources directory together.

testapp2.zip

Updates include:
+ fullscreen now
+ up/down rotation
+ left/right acceleration -100 to 100
+ spouting of particles

Have fun guys.

The resources directory contains these files that you can change if you want to try different things.

spot.raw - the particle system's balls texture
font.raw - the font texture
knot.gsd - the main object mesh
fire128.tga - the mesh object's texture

Last edited by ycavan; 12th August 2008 at 05:04 PM..
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  #20  
Old 13th August 2008, 09:50 AM
jaikben22 jaikben22 is offline
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lol for goforce there are none zero nada
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