Search found 58 matches

by MisterDave
Wed Aug 27, 2014 5:06 am
Forum: Programming Discussion
Topic: Random WIP shots
Replies: 35
Views: 7293

Re: Random WIP shots

A quick update on my engine. It's been a while since I've had the time to push it forward, but after a rewrite of parts the performance is back up to 60fps.
by MisterDave
Thu Jul 24, 2014 4:28 pm
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Hey there Dave! Did you have any success with finding an ideal level of performance with the effect? ... I guess the PVR really struggles with blending overlapped translucent polys? Hi PH3NOM - just got around to reading this, so I may be a few days behind in the thread. Interesting to hear about y...
by MisterDave
Wed May 28, 2014 3:11 pm
Forum: Programming Discussion
Topic: arm-eabi-gcc generating UMULL
Replies: 7
Views: 1464

Re: arm-eabi-gcc generating UMULL

PH3NOM , the SH4 threading approach is something that I'm also wanting to consider with the ARM just being a little experiment just for fun (but not really something that would give any extra parallel performance). I was initially cautious about running multiple threads on the one SH4 core as from ...
by MisterDave
Wed May 28, 2014 2:51 pm
Forum: Programming Discussion
Topic: 3D Z Clipping For the PVR + OpenGL
Replies: 41
Views: 7574

Re: 3D Z Clipping For the PVR + OpenGL

PH3NOM , I am interested to see if anyone is actually able to put my library to good use Thanks for sending me the build a few weeks back. I still need to get back to this as I was getting a few out of memory errors back then, but I suspect that's due to how I was managing my textures and the sligh...
by MisterDave
Fri May 23, 2014 4:37 pm
Forum: Programming Discussion
Topic: arm-eabi-gcc generating UMULL
Replies: 7
Views: 1464

Re: arm-eabi-gcc generating UMULL

Sure, would be happy to - the motivation is to see if I can offload some of my lighting engine and run it on the slow ARM when I'm rendering with the PVR. Off the top of my head, the code is really just a couple of loops and a sin and cosine lookup table. I'm also storing two 512*512 buffers at a ha...
by MisterDave
Mon May 19, 2014 11:34 am
Forum: Programming Discussion
Topic: arm-eabi-gcc generating UMULL
Replies: 7
Views: 1464

Re: arm-eabi-gcc generating UMULL

Thanks for the help BlueCrab. From "arm-eabi-gcc -v" (built with dc-chain) my output is as follows, which looks to be consistent with what you posted: Using built-in specs. COLLECT_GCC=../../../arm-eabi/bin/arm-eabi-gcc COLLECT_LTO_WRAPPER=/home/david/dc/arm-eabi/libexec/gcc/arm-eabi/4.7.3/lto-wrapp...
by MisterDave
Sun May 18, 2014 4:19 pm
Forum: Programming Discussion
Topic: arm-eabi-gcc generating UMULL
Replies: 7
Views: 1464

arm-eabi-gcc generating UMULL

I am currently having some trouble with running a section of code on the Dreamcast's ARM CPU. The error that I am getting in lxdream is for an unimplemented instruction, which after looking at the ARM program counter in the debugger is UMULL. My understanding is that the ARM7DI in the sound unit doe...
by MisterDave
Fri Apr 18, 2014 1:15 pm
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

PH3NOM , Just had a go at compiling your library. I've done a few basic tests and the 60hz polygon budget seems to be between 3000-4000 which is a huge difference compared to the ~1000 in KGL. I need to make a few changes to my engine to adapt to the differences in the APIs, but I am very much opti...
by MisterDave
Sun Apr 06, 2014 1:33 pm
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Yes please PH3NOM . My dynamic shadowing engine is working fine enough on the hardware (probably could be optimised a bit more, but not too bad), but the main problem that I'm having is the polygon count of the stock KGL - around 1200 ish at 60hz. I'd love to see how your new GL library improves thi...
by MisterDave
Sun Apr 06, 2014 6:23 am
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Thanks for the info - I need to look at stride textures at some point. At the moment I'm using glViewport(...) to draw my scaled down version of the scene to the texture (through my render-to-texture hack to KGL) then when rendering it back to the screen just using glTexCoord2f(...) with the calcula...
by MisterDave
Wed Apr 02, 2014 12:20 pm
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Thanks for the patch BlueCrab. On real hardware I'm not seeing much of a difference, but that may be due to me drawing a transparent 1024x512 texture multiple times. From what I recall from a year or so ago KOS had to render 640x480 to 1024x512 buffer - do you know if there is any way of rendering 3...
by MisterDave
Wed Mar 26, 2014 3:08 am
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Thanks BlueCrab. I've been doing some optimisation to my engine lately and looking for any way to keep the main render loop at 60hz so that the overhead of the texture render doesn't hit the overall rate too hard. This patch would be very much welcomed as not needing to wait for a vblank means that ...
by MisterDave
Mon Mar 17, 2014 3:31 am
Forum: Programming Discussion
Topic: 3D Z Clipping For the PVR + OpenGL
Replies: 41
Views: 7574

Re: 3D Z Clipping For the PVR + OpenGL

Wonderful work PH3NOM. I really appreciate all the effort that you are putting into this library.
by MisterDave
Fri Mar 14, 2014 2:27 pm
Forum: Programming Discussion
Topic: Fixed Fuction
Replies: 2
Views: 421

Re: Fixed Fuction

Fixed function is similar to the older versions of OpenGL which doesn't have programmable vertex and pixel shaders. Probably the best example of what you can do with a fixed function pipeline is at http://nehe.gamedev.net

Hope that helps a bit.
Dave
by MisterDave
Thu Mar 06, 2014 3:03 pm
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Well if it's not SH4 making the transformation what is it ? Oops, I may have given the wrong impression. The SH4 is doing the transformations through the KGL API as you would expect, but what I was suggesting was that in the bloom effect once a scene is rendered to a texture then it is the PVR that...
by MisterDave
Wed Mar 05, 2014 2:06 am
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Hi Ph3nom and BlueCrab. The resolution is 640x480 rendered to a 1024x512 texture. It probably looks lower due to my somewhat lazy capture method through a camera pointed at the screen :) Through trial and error I found that a forced vblank by calling pvr_wait_ready() was needed before drawing the 'r...
by MisterDave
Tue Mar 04, 2014 4:19 pm
Forum: Programming Discussion
Topic: KOS - X86 exporting?
Replies: 5
Views: 885

Re: KOS - X86 exporting?

With careful use of KGL and some #ifdefs around the controller input and file loading it is possible to create a game that runs on both PC and Dreamcast with a simple recompile. This may get a bit more complex if you are pulling in external libraries though.
by MisterDave
Tue Mar 04, 2014 2:18 pm
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

The frame-rate is always going to be half (or less than that) of the frame-rate without the effects as the DC has to render two frames each time. If your engine is running at a smooth 60fps, then you should be able get somewhere between 15 and 30fps depending on optimisations, so you have to be care...
by MisterDave
Mon Mar 03, 2014 10:44 am
Forum: Programming Discussion
Topic: Shaders
Replies: 48
Views: 4456

Re: Shaders

Newbie is there a specific effect that you want to create on the Dreamcast (with shaders)? There are some which you can create using a fixed function pipeline (light bloom, depth of field), but they need to be integrated into the game engine and your frame-rate will take a hit, however, it can be do...
by MisterDave
Fri Jan 17, 2014 11:15 am
Forum: Programming Discussion
Topic: 3D Z Clipping For the PVR + OpenGL
Replies: 41
Views: 7574

Re: 3D Z Clipping For the PVR + OpenGL

Very nice. You can't go too far wrong with a lit terrain :)