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Re: Zod Engine port
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@Lio

Somebody should fix the network code because it ignores endianness totally. This is a boring job. Maybe sometime after SDL2? No promises though. Without fix, you would be only able to play with big-endian players.

Speed is something where SDL1 with compositing might help a bit. OpenGL renderer is problematic. It draws in immediate mode and uses non-supported texture sizes. No big gains here if I remember correctly.

So I guess this is somewhere in my todo list. But I can start a github project if somebody wants to help.

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Serious Engine open sourced
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https://github.com/Croteam-official/Serious-Engine

This might be portable, as far as I understand it doesn't require OpenGL shaders.

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Re: SDL2
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r81 tries to fix fullscreen toggling issues.

I might start compositing renderer next week as there isn't much else to do with SDL2 port...well OpenGL code needs probably some work (context attributes and bitmap depth) but it can be used.

Mouse cursors are missing too. And window backfill hooks. And those asm optimized converters are also not merged yet.

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Re: SDL2
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@BSzili

Texture update takes 15-20 ms for the same 800*600*32 texture. These time figures are from SDL_GetTicks().

Tried to alter texture filtering and blend mode but no visible change. Unless there is something with the texture format, I don't know can anything be done on the SDL_render_gl.c side.

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Re: SDL2
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@AmigaBlitter

Today I built Starfighter project and can confirm the slowness, fullscreen issue and potentially some keyboard issue.

Game was faster in SW mode, especially with 32-bit workbench (game uses internally 32-bit surfaces). To my surprise HW mode doesn't seem to suffer from texture updating, but a whopping 250 milliseconds is spent during glBegin/glEnd. Possibly the large texture (800*600*4) is the culprit here, because when I decreased the resolution to 400*300, drawing became something like 60 ms so it looks linear. But 250 ms is really slow. I tried vertex array with glDrawElements but it wasn't faster. After all, it's only 2 triangles drawn here. Next step would be to profile MiniGL but it will take some hours. You could decrease the in-game resolution but unfortunately game uses hardcoded magic values here and there. Nasty. Still, maybe you can replace all "800" with screenWidth and "600" with screenHeight and then just use a smaller reso like 640*480.

Regarding fullscreen mode, probably desktop mode fullscreen is not sensibly implemented or something, have to do some more testing.

Regarding keyboard, either game uses really exotic controls or there is some mapping issue in SDL. I had a hard time figuring out the controls. And I couldn't bother reading the code :)

Regarding CODE, once again it:

a) doesn't destroy renderer
b) doesn't destroy texture
c) doesn't free the screen surface

So all these are leaked during the exit.

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Re: SDL2
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Some of the found issues are now also in the official bugtracker, for example:

https://bugzilla.libsdl.org/show_bug.cgi?id=3290
https://bugzilla.libsdl.org/show_bug.cgi?id=3291
https://bugzilla.libsdl.org/show_bug.cgi?id=3292

TODO: report SDL test suite issues.

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Re: SDL2
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@AmigaBlitter

JPEG works too, apparently the problem was that I had a soft link to an older libjpeg.so (2013ish).


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Re: SDL2
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Regarding SDL_image2 and showimage: I have just commited r80 that fixes potential issue where showimage renders with 1*1 window size.

Speaking of showimage, it had bugs after all. It doesn't destroy renderer, which means that with HW renderer, MiniGL context hangs. So add SDL_DestroyRenderer(renderer) call at the end.

Similarly, even though it does call SDL_Quit(), SDL_VideoQuit() is not done since there was no symmetrical SDL_Init(). So add SDL_VideoQuit() before SDL_Quit() as well and it should behave better, no more hanging signals.

Tested png, tiff and webp, and bmp succesfully. There was some issue with loading error with jpeg though (have to check it later).

By the way, I had to disable dependency tracking while configuring SDL_image2. Anybody else had this issue?

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Re: Which graphics card(s) do you use with AmigaOS 4.x (in 2016)?
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@Hans

Radeon M9 (Sam440)
Radeon 7000 (uA1), also PCI 9250 somewhere

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Re: SDL2
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Finally got joystick tested. Competition Pro seemed to work. (AmigaInput doesn't recognise my Xbox controller). Added CompPro also to game controller database. We can add new devices as soon as tester binary is released.

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Re: SDL2
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@TSK

I guess we are at the point where enough of functionality has been implemented and real testing can begin. So let's see how many bugs there are.

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Re: SDL2
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@AmigaBlitter

Congratulations for porting the first (?) SDL2 game for AmigaOS. As a reward, you can now port some more :)

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Re: SDL2
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@AmigaBlitter

Well, can't stop the progress :)

On TODO list there are still at least:

- joystick (currently untested)
- shapes (if possible)
- compositing renderer (some day)
- mouse cursors
- ...



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Re: SDL2
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Please test r66. OpenGL accelerated renderer can be now used.

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Re: SDL2
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@MickJT

If I had serial log, I might be able to help. At the moment I have hands full with the core lib so I'm not going to compile satellite libs this week...


Source code of showimage doesn't look buggy. It relies on implicit initialization and quitting of video system so it's a bit "lazy" though. But at least it calls SDL_Quit.

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Re: SDL2
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@BSzili

Yeah, luckily, glBlendFuncSeparate seems to be the only missing function. Here are the SDL blenders:

https://wiki.libsdl.org/SDL_SetTextureBlendMode

Looks like we can use just glBlendMode for "none" and "blend", while "add" and "mod" can be a little bit funky.

EDIT: forgot the issue of NPOT textures. This can be a showstopper for MiniGL renderer.
EDIT2: damn, it's good to be wrong. Looks like internally SDL2 uses POT textures.


Edited by Capehill on 2016/2/24 19:43:46
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Re: SDL2
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@AmigaBlitter

Try bigger stack + serial cable :)

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Re: SDL2
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@MickJT

What was your configure line?

With GCC4.something, I can't build .so without modifying the makefile. I remove -no-undefined for libtool _and_ gcc and then I get the lib. I don't know why these switches exist in buildsystem, but also SDL1 has -no-undefined switch for libtool at least:

https://github.com/adtools/os4sdl/blob/master/Makefile#L51

You can try that, but I'm not really familiar with this topic. There is a ticket open on SDL2 project page regarding .so.

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Re: SDL2
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@AmigaBlitter

Thanks for the support and testing.

A new issue popped up when testing accelerated (OpenGL) renderer. It cannot open all necessary functions so it fails. glBlendFuncSeparate is the first failure. I am not sure at the moment what else might be missing - list is here (used functions are the ones with SDL_PROC macro):

https://sourceforge.net/p/sdl2-amigaos ... nder/opengl/SDL_glfuncs.h


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Re: SDL2
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@AmigaBlitter

What, no teaser images?

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