Author Topic: Alpha Testing Underway!  (Read 305710 times)

Offline Mats

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Re: Alpha Testing Underway!
« Reply #30 on: November 05, 2011, 01:43:09 PM »
the newest test wont work on xperia x8 but, keep going Paul  is the GUI finish ? could you make some  tests of the GUI ? :D
« Last Edit: November 05, 2011, 01:50:54 PM by Mats »

Offline scorpio16v

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Re: Alpha Testing Underway!
« Reply #31 on: November 05, 2011, 01:54:20 PM »
After first tests with pilotwings, i found out the following :

-on tegra2 and exynos, no shadow bug and background became visible  (as far,as I can recognize   :D )
-on exynos, no background flickering polygons
- I can see the same bright frame in menue screen, like on yongzh's default plugin. Maybe he did port the rice plugin ?
« Last Edit: November 05, 2011, 02:02:59 PM by scorpio16v »

Offline Mats

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Re: Alpha Testing Underway!
« Reply #32 on: November 05, 2011, 02:05:09 PM »
maybe, you could ask him :-D

Offline xperia64

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Re: Alpha Testing Underway!
« Reply #33 on: November 05, 2011, 02:14:58 PM »
k so on my xperia play, every texture appears to be missing and just some colored square/rectangle. In SM64, mario is the only thing visible (sometimes i see the shadows of where stuff is supposed to be) and his face is missing its textures. in kirby64, No part of the menu shows up (textures again) and kirby's face is missing. All of the enemies' attacks look like something blocky square out of super paper mario.

Offline Paul

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Re: Alpha Testing Underway!
« Reply #34 on: November 05, 2011, 02:34:37 PM »
Maybe he did port the rice plugin ?
maybe, you could ask him :-D

Haha, I doubt he would admit using any code from Rice or gles2n64 (or he'd have to release the source, since both are under the GPL).
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Offline Mats

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Re: Alpha Testing Underway!
« Reply #35 on: November 05, 2011, 02:37:40 PM »
hahahaha :-D im so stupid :-P

Offline Mats

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Re: Alpha Testing Underway!
« Reply #36 on: November 05, 2011, 02:47:02 PM »
what is the name on the a and b buttons so i can map them :-D

Offline scorpio16v

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Re: Alpha Testing Underway!
« Reply #37 on: November 05, 2011, 02:57:02 PM »
what is the name on the a and b buttons so i can map them :-D

You should use the scancode finder and the explanation from the first post.  ;)

Offline Mats

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Re: Alpha Testing Underway!
« Reply #38 on: November 05, 2011, 02:59:34 PM »
okei thanx ;D

Offline Paul

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Re: Alpha Testing Underway!
« Reply #39 on: November 05, 2011, 03:44:53 PM »
The code for hires textures is currently commented out as it means there are fewer libraries needed to compile but it should be easy enough to fix or use SDL_Image instead.

I hardcoded 1024x768 in one or two places. If you check EndUpdate in OGLTexture it is probably the texture format that needs to be changed. You can test it with GL_RGBA, the colours will be wrong but you can see if that is the issue. The spec says they should be the same but BGRA is convenient and works for a few devices. You could swap the R,B bytes yourself before gltexture2D I'd copy the data and swap that instead of swaping the original just in case.
Nice!  You've correctly identified both my problems.  I fixed the framesize problem by setting the config ints for "ScreenWidth" and "ScreenHeight", which are assigned to windowSetting.uDisplayWidth and windowSetting.uDisplayHeight, and used those two in the spots where 1024x768 was hard-coded.  For the missing/black textures, GL_BGRA_IMG is missing on Android, and switching to just GL_BGRA results in the aforementioned problem.  Changing it to GL_RGBA makes the textures visible again (just the colors are wrong, as you mentioned).  I'll see about swapping the colors.
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
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Offline Paul

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Re: Alpha Testing Underway!
« Reply #40 on: November 05, 2011, 04:10:11 PM »
Anyone know an efficient way to convert a block of BGRA bytes into RGBA?  I could do it with a 'for' loop, take four bytes at a time, do some bit-shifts and & operators to get the color components and then reconstruct them with more bit-shifts and | operators, but I have a feeling that would be really slow..  Anyone have some experience with this before?

--EDIT--
.. or I could just read in four separate bytes and rearrange them, haha..  still I wonder if a for loop is the most efficient way to do this, but at least it doesn't have to be so complicated..
« Last Edit: November 05, 2011, 04:33:18 PM by Paul »
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
GPU: Intel GMA 3150, 200 MHz (dual core)
RAM: 2GB
Resolution: 1024 x 600
Rom: android-x86-4.3-20130725 Jelly Bean 4.3, rooted

Offline Mats

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Re: Alpha Testing Underway!
« Reply #41 on: November 05, 2011, 04:17:00 PM »
i googled it is this to help ? can i post a link ?? ???

Offline Mats

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Re: Alpha Testing Underway!
« Reply #42 on: November 05, 2011, 04:45:04 PM »
on the GUI would it be frameskip ? and framelimiter ?? ;D

Offline Ganster41

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Re: Alpha Testing Underway!
« Reply #43 on: November 05, 2011, 05:36:02 PM »
With GLES2Rice I have some perfomance, as with GLES2n64.
PS: I compiled GLES* libraries with Auto-vectorizaton, and unsafe optimization flags(-ffast-math -ftree-vectorize -funsafe-math-optimizations), but can't see any perfomance changes(may be ~1 FPS, but I use my CPU specific flags, like -mtune=arm1136jf-s -march=armv6j too...) :(
« Last Edit: November 05, 2011, 06:55:49 PM by Ganster41 »
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Offline Paul

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Re: Alpha Testing Underway!
« Reply #44 on: November 05, 2011, 07:03:14 PM »
Finished fixing my two bugs with GLES2Rice.  I've uploaded the latest build and sourcecode (same links as before):

Test APK  (source code)

Now that everything is visible and "RGBAified" properly, I've noticed a couple bugs besides the known shader and texture problems (not sure if you see these too, Kris).  Firstly, the shadows, carpet, etc. in Mario are flickery.  Secondly, things are sometimes sorted incorrectly (the waterfall draws over trees, further-away trees draw in front of closer trees, etc).  It reminds me of the Panter's Algorithm sort problem that you see sometimes for objects with transparency.

Anyway, back to working on the GUI.  I'll have some tests tomorrow (sorry for the delay, everyone who's been waiting)
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
GPU: Intel GMA 3150, 200 MHz (dual core)
RAM: 2GB
Resolution: 1024 x 600
Rom: android-x86-4.3-20130725 Jelly Bean 4.3, rooted