From: Sam S. <sam...@gm...> - 2005-11-17 03:53:19
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On Nov 16, 2005, at 8:42 PM, Dan Potter wrote: > I haven't had a chance to look at the code yet, but how do you guys > [plan > to] deal with the fact that a lot of the graphics primitives in > Tiki are > talking to GL? Just plumbing through KGL? It'll never be terribly high > performance that way but that's probably simplest. > Right now it's going through KGL, and it takes a pretty decent performance hit (bubbles demo runs at 15FPS). Actually, according to your notes in the KGL version of bubbles, 15FPS is about right for the non-direct render version. I checked 4 changes into SVN, basically to make sure my credentials were working: math.cpp / math.h : This will use dc/fmath.h on the Dreamcast logxymover.cpp: Replace "Tiki::Math::..." with a "using namespace Tiki::Math" so it compiles against dc/fmath.h thread.cpp / thread.h : Always uses Tiki::Thread::... when calling member functions to avoid conflicts with KOS's function names. This is just copied out of Mike's SDL / DC tree that he sent me earlier. texture.cpp : Dreamcast uses RGB565 and ARGB4444 for loading images instead of ARGB8888 I'm not going to check in my changes to gl.cpp yet -- I'd rather fix KGL than hack around its bugginess. My local copy changes glDepthFunc to GL_LEQUAL, which makes the bubbles demo work (though the bubbles get clipped weirdly, but at least they appear now!), and it also makes genmenu work when z=0. I actually took a look at the tsunami genmenu demo (I didn't realize there was one, I was working blindly), and I notice you're moving the genmenu scene out to z=10. I did that with my menus, and they do appear using GL_GREATER, but certain objects in my scene still don't show up (sometimes it's the text, sometimes it's a banner, depends on the scene.. grr!). -Sam |