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Re: PCC ASM memcpy ?
Not too shy to talk
Not too shy to talk


Ok Thanks for answers

> 64bit memcpy using doubles
> The newlib memory copy functions
Will try both and test time

Do you know what is the theorical "write to VRAM" speed ?

> WritePixelArray [...] will even use DMA
Interesting
Can we imagine it can serve to copy ANY memory area from RAM to a location in VRAM if this destination pointer is encapsulated in a RastPort/bitmap with same pixel format ?











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PCC ASM memcpy ?
Not too shy to talk
Not too shy to talk


Hello

Does someone have a ready to use higly optimzed memcpy routine for PPC ?

Something that do memcpy (APTR src, APTR dst, ULONG size) with ASM registers in the most efficient way

Thanks

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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Not too shy to talk


@Hans
I have encountered too the 'if' problem when coding the NovaOnda demo in a frag shader

if(pos.y < waterlevel)
Fail
But if transmitting only a float from vert to frag shader it was working

in float depth;
....
if(depth<waterlevel)

So i mean test on float works but test on struct like vec3 fails

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Re: Regal: OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


@ Daytona675x
>That's all wrong.
>from the stoneage.

Could you have answers not so raw and pretentious (in a word "not so german")
Hans & Huno certainly have as much skill as you and always show a Zen attitude
By advance thanks to you : It's only to make life better to everyone

Alain

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Re: Regal: OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


> glGetUniformLocation (256, "rglNormalMatrix") returned -1

I dont think that GlEs use a name like rglNormalMatrix for this uniform (=global variable in GLSL langage)
rgl looks like regal
glNormalMatrix is a name certainly more GL compliant

Same apply for this "in" (=parameter variable in GLSL langage)
in vec4 rglVertex

so having shaders with
rgl* changed to gl* would certainly help


>I know nothing about shaders language at moment sadly
Have a look here : you will understand enough for your triangles code:

http://nehe.gamedev.net/article/glsl_an_introduction/25007/

Alain

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Re: Regal: OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


Have you tried

RegalMakeCurrent(ogles_context);

because
RegalMakeCurrent((RegalSystemContext)1);
seems to be used to recover a glut context

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Re: Regal: OpenGL over OpenGLES2 emulation - some tech. info and porting progress
Not too shy to talk
Not too shy to talk


Hello all

When you dont use Glut you must use (have) an Os specific function for creating a context
It is called
AROSMesaCreateContext on Aros
wglCreateContext on Windows
glXCreateContext on X

So seek in sources how is done wglCreateContext or better glXCreateContext to make an aglCreateContext for Amiga

You can use
http://aminet.net/package/dev/src/StarShip
as an example it use glut but removing it is easy

Alain






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Re: SDL2
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Not too shy to talk


>[SDL] Do you know what exactly happen on WinUAE when CompositeTags() is called?

I know NOTHING about SDL1 or SDL2 running on WinUAE-ppc : I was just saying that PatchCompositeTags will allow them to works if they use Composition...

>on WinUAE when CompositeTags() is called?
With latest OS41 update
It works (soft rendering) for rectangular compositions
else
Return an error (triangles compositions used for rotated sprites)

With PatchCompositeTags works in both cases



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Re: SDL2
Not too shy to talk
Not too shy to talk


Also progs that use Composition (SDL2?) will works with PatchCompositeTags inside WinUAE-ppc


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Re: Building Cross-Compiling adtools for Amiga OS4 PowerPC (ppc) with Cygwin/Bash on Ubuntu on Windows
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Not too shy to talk


Hello

If you only build for Amiga then remove (x86) gcc and let only ppc-amigaos-gcc renamed as gcc



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Simple question keyboard: keys up down
Not too shy to talk
Not too shy to talk


Hello

This a simple question...
But I dont achieve what I wanted and I am tired now....

This for a kind of game emulator (GMAP) :
I want to know what is the state of any key/each frame
For me they are 4 states for a key
u up
D down (hitted this frame)
d still pressed
U released up this frame

Also i want to know both the rawkey code and ascii code

so i need something like IDCMP_RAWKEY + IDCMP_VANILLAKEY

But
"
When both flags are set in the IDCMP, IDCMP_VANILLAKEY messages will be sent for keystrokes that directly map to a single ASCII value
Note that the IDCMP_RAWKEY events will only return the key down events when used with IDCMP_VANILLAKEY.
"

So no key up detection ?!?

Thanks for all

Alain


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Re: Help me in compiling latest pixman and cairo graphics
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Not too shy to talk


Hello

>render 6 triangles: the first fixed size 2 for the line's start, then the stretched main line, then the fixed size end.

Nice Idea


A------B----------------C------D
--------------------------------
-----######################-----
----########################----
--###########################---
--############################--
--###P####################Q###--
--############################--
--###########################---
----#########################---
-----######################-----
--------------------------------
H------G----------------F------E


Triangles:

ABG
AGH
BCF
BFG
CDE
CEF

But lines with width (pen) = 1 can still be drawn as 2 tris as the rounded extremities wont be visible

> for straight lines filtering will reveal its true nature and appear as some sort of halo around your line.

Perhaps not so much as in this case the wanted texel will be right on a true Texel position (I mean it will not interpolate a Texel at an intermediate position so blurred)

This case will need to be tested...

BTW Perhaps using Compositing will need some adjustment like adding (say) 0.5 to U V values to be in the center of the texels : need to be tested...



Alain

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Implementing pixel precision collision on OS4 ?
Not too shy to talk
Not too shy to talk


Hello

I have made a program called GMAP that use "sprites" collision (not real sprites just bitmap with transparent parts)

I do the collision with boxes then with the cpu for the intersecting area

YLOOP(Src1.h)
{
XLOOP(Src1.w)
{
if(RevertX) x2=Src1.w-x-1; else x2=x;

pix1=((PIX1[x ] AND alpha) != 0);
pix2=((PIX2[x2] AND alpha) != 0);

if(pix1 et pix2)
{
Collision=TRUE;
goto done;
}

}
PIX1+=offset1;
PIX2+=offset2;
}

The RevertX allow to test "sprites" that are X flipped
(characters going right or left)

But this simple method cant allow to test "sprites" in any position (I mean rotated or Y flipped)

Compositing allow to draw rotated "sprites"

So is there a way to obtain pixel-collision with the Compositing ?


Alain Thellier



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Compiling for SDL ?
Not too shy to talk
Not too shy to talk


Hi

It seems that there several implémentations/packages for SDL

So wich is the recommended package to install/use for C developpement for AmigaOS4 ? ditto for AmigaOS3 ?

Is there an OS3 & OS4 compatible SDL ? (I mean can compile the same C source for both OS)

How about SDL2 ? recommanded ? or less compatible ?

Thanks

Alain

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Re: Help me in compiling latest pixman and cairo graphics
Not too shy to talk
Not too shy to talk


@salass00

Yes the compositor will only draw the buffer rectangle bitmap that contain the (cpu-maded) picture of a line

I mean it is like drawing with a "brush" in dpaint
except this brush is rotated/streched to the wanted_line pos/size

Alain

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Re: Help me in compiling latest pixman and cairo graphics
Not too shy to talk
Not too shy to talk


@salass00

No need to draw at bigger resolution : you can draw your segment only one time (when you change pen width ) in a small bitmap as the filtering will "stretch" it to current line's lenght

For example a 32x32 buffer bitmap will be ok (but a bigger one will alow a bigger "pen" than 32-4=28 pixels)

A------------------------------B
--------------------------------
-----######################-----
----########################----
--###########################---
--############################--
--###P####################Q###--
--############################--
--###########################---
----#########################---
-----######################-----
--------------------------------
D------------------------------C

here we have a 9 pixels "pen" with 2 a pixels margin
We draw ABCD rectangle as 2 tris oriented/centered on PQ line

Alain


Edited by thellier on 2017/9/22 13:33:51
Edited by thellier on 2017/9/22 13:37:02
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Re: Help me in compiling latest pixman and cairo graphics
Not too shy to talk
Not too shy to talk


Hello

>if there's a way to use compositing to accelerate antialiasing?
I think no

But perhaps you can draw your line in a (=bitmap) buffer (this buffered line is horizontal & dont have to be real length but says 100 pixels long ) and then draw this buffer as 2 triangles with the compositing+filtering at the correct position to destination bitmap
So copying the line with filtering will add the antialiasing

Remember to have a margin (2 pixels) around this "line" in the buffer as the filtering will "catch" pixels around the line

Note: can works too if line (pen) width is more than 1 pixels

Alain Thellier


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Re: A small program using Nova
Not too shy to talk
Not too shy to talk


Hello

Thanks for feedback
Yes there is a sky cube

Yes the camera got several problems : this is due to the fact that it was initially a PC program using GL but as I wasnt able to port it using only GL-ES so I removed all the GL/Windows code that I replaced with Nova code but the camera/axis stuff that I implemented is bugged

>the purpose of the demo was to show pretty water
Yes
In fact the purpose was to show a pure fragment shader effect that was not doable with old Warp3D nor MiniGL

Alain Thellier







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A small program using Nova
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Not too shy to talk



Hello

I have made a small program using Nova

see here:

http://www.amiga-ng.org/viewtopic.php?topic=2444&forum=14

Alain Thellier

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Re: Cross compiling
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Not too shy to talk


> use version 6.1 of gcc?
I dont know: I am using ppc-amigaos-gcc-4.4.3

Alain

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