Author Topic: Version updates!  (Read 77570 times)

Offline raft

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Re: Version updates!
« Reply #120 on: August 06, 2010, 11:39:47 pm »
No idea, but the ddms (which i'm usually using) in the SDK distribution offers exactly the same options. Anyway, i don't miss it much...profiliers are for the weak... ;D
huh, you got yourself wrong  ;D

anyway, thanks for the updates, this one is not recognizable with my game..

Offline EgonOlsen

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Re: Version updates!
« Reply #121 on: August 06, 2010, 11:45:06 pm »
I think i somehow mixed up profiler with debugger when writing this... ;D

Offline EgonOlsen

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Re: Version updates!
« Reply #122 on: August 06, 2010, 11:45:53 pm »
anyway, thanks for the updates, this one is not recognizable with my game..
Maybe because your game doesn't use many different textures?

Offline EgonOlsen

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Re: Version updates!
« Reply #123 on: August 06, 2010, 11:48:21 pm »
BTW: If matrix multiplications are a performance problem, try to enable lazy transformations (Object3D.enableLazyTransformations()); whenever possible. Even if objects aren't really static but don't move within each frame, enable it and call touch() on the object once it actually moves. That might help to save a lot of matMuls depending on the scene.

Offline raft

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Re: Version updates!
« Reply #124 on: August 07, 2010, 12:01:08 am »
Quote from: EgonOlsen
I think i somehow mixed up profiler with debugger when writing this... ;D
yeap, as i said you got yourself wrong ;D

Quote from: EgonOlsen
Maybe because your game doesn't use many different textures?
i guess so. in that scene there are only 6 object textures + 6 blit textures

Quote from: EgonOlsen
BTW: If matrix multiplications are a performance problem, try to enable lazy transformations (Object3D.enableLazyTransformations()); whenever possible. Even if objects aren't really static but don't move within each frame, enable it and call touch() on the object once it actually moves. That might help to save a lot of matMuls depending on the scene.
thanks, that's a good tip :)

Offline EgonOlsen

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Re: Version updates!
« Reply #125 on: August 07, 2010, 12:34:32 am »
i guess so. in that scene there are only 6 object textures + 6 blit textures
I see...i've around 15 object textures and 5 blit textures and it does help a little. Nothing to get crazy about though. Maybe i should start a rant about why OpenGL drivers seem to give a damn about their own state. Why is it always up to the application to keep track of states so that you don't enable something multiple times that already is enabled? OpenGL is a state based API. Shouldn't it be able to shortcut some calls if the current state makes them obsolete anyway...? 

Offline EgonOlsen

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Re: Version updates!
« Reply #126 on: August 07, 2010, 03:27:21 pm »
And another small release which fixes a bug when mixing opaque and transparent blits in that order. In addition, it increases blitting performance slightly.

Offline EgonOlsen

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Re: Version updates!
« Reply #127 on: August 08, 2010, 12:02:32 am »
And another one... ;D This time, it reduces matrix multiplications some more.

Offline zammbi

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Re: Version updates!
« Reply #128 on: August 08, 2010, 06:44:13 am »
Egon your great  :D

Offline EgonOlsen

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Re: Version updates!
« Reply #129 on: August 10, 2010, 11:11:48 pm »
New version with slightly less garbage creation and slightly improved performance for lights. Nothing to get crazy about...

Offline Darkflame

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Re: Version updates!
« Reply #130 on: August 11, 2010, 02:49:42 pm »
Whooooaaaa FANTASTIC! YEEESSSS  :)

Offline EgonOlsen

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Re: Version updates!
« Reply #131 on: August 12, 2010, 09:51:08 pm »
Another version, this time with working mipmapping even on 1.0/1.1 hybrid phones like my Galaxy and the G1. Some things has been added to support this:

  • There's a setting in Config called internalMipmapCreation, which defaults to false. That means that AE will try to figure out the "best" way to generate the mipmaps. If set to true, AE's own generation code will be used regardless of the GPU's/driver's capabilities.
  • There's a new static method in Texture called defaultToMipmapping. If called with true, each subsequent texture created will use mipmapping by default.


Offline EgonOlsen

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Re: Version updates!
« Reply #132 on: August 15, 2010, 09:17:07 pm »
New version with a very subtle change that improves state sorting in some cases.
« Last Edit: August 16, 2010, 07:55:45 am by EgonOlsen »

Offline EgonOlsen

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Re: Version updates!
« Reply #133 on: August 20, 2010, 10:09:13 pm »
Uploaded a new version that puts the compile()-methods back in to ease porting from desktop jPCT. There's no need to call them directly in AE except when you want to use the same code with desktop jPCT.
In addition, performance of rendering my small objects (like particles) has been improved a little.

Offline EgonOlsen

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Re: Version updates!
« Reply #134 on: September 06, 2010, 11:26:13 pm »
New version that fixes a bug in VBO-support for objects using floating point coordinates (which isn't the default).