From: atani <at...@at...> - 2006-06-03 16:46:25
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On Jun 2, 2006, at 2:55 PM, Dan Potter wrote: > On Jun 2, 2006, at 7:02 AM, Atani wrote: >> >> If you do remove it check that it still compiles cleanly against >> KOS, if >> it does then I am all for the clean up. > > Yeah, it does seem to work fine now. Great!!! That means that we can now have a single unified API again :) > > I've been working on a project for Dan Loosen with Tiki and I'm > trying to get it ported over to the DC today. You guys have done some > amazing work on this stuff... I think I only spent about an hour or > two from start to playable on the DC. Great. I had it mostly working when I committed the initial version but Sam did a lot of work on it further to make it actually usable... Glad to hear that you had only minor issues to fix to make it playable on the DC. Any hints to what the project is? > There are a number of optimizations I'd like to make on the DC end > eventually. One of the biggest is eliminating all the texture > overhead. It'd be nice for it to internalize everything as RGB565 or > ARGB1555/ARGB4444 for cases where a "canvas" texture isn't needed. Currently the DC Tiki stuff is kinda like that red-headed stepchild compared to the "PC" ports. I know there are a lot of optimizations we can do for each platform but I think there are a few areas which may need some more abstraction (Tiki::GL::Texture for example) where each port maintains its own "optimized" version. Another area which we can improve upon would be the plxcompat. Inside Tiki I think we should not use it, instead converting to a comparable Tiki method or to standard OpenGL calls. If we do want to keep it we should make the DC port use the real parallax lib instead. Mike |