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Messages - K24A3

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226
Support / Re: Version updates!
« on: September 19, 2011, 02:49:14 am »
Sounds good :)

I gave it a run on an OMAP 4430 (PowerVR SGX540, Android 3.1) with no problems, performance was similar to the Tegra2.
The cloth in ENC looked better on the OMAP, the Tegra displayed tearing/clipping when the cloth touches the ball (both GL11 and GL20). No tearing at all on the OMAP.

DD 36.05
FP: 23.08
NG 13.86
ENC 59.52
MI 31.51
28401 (ES 1.1 scored 30292)

That modified apk with just the terrain test looks fine on the OMAP as well.


227
Support / Re: Overlay PNG Transparency
« on: September 18, 2011, 02:52:44 pm »
I guess it depends on the hardware or kernel modules. Textures in drawable-hdpi were auto resized on some newer Nexus devices and on my Tegra2 tablet, but it didn't affect the DesireHD and many other phones. I haven't had any problems with putting textures in 'drawable', but my app is limited to Android 2.1 and above so that cuts out a lot of earlier phones.

228
Support / Re: Version updates!
« on: September 18, 2011, 02:13:20 pm »
Not a problem, glad to help :) I ran that update and it all looks good now, both the sun and flares render like they do in ES1.1.

The edges of the water tear quite a lot in both render paths, looks like a clipping or zbuffer issue. Not sure if that's normal or not. I can grab a screenshot if needed.

229
Support / Re: Version updates!
« on: September 18, 2011, 08:44:59 am »
Here are the An3DBenchXL 1.1 results at 1280x752 on a Tegra2 Tablet (Android 3.1).

OpenGL ES 2.0
DD 33.74
FP 25.60
NG 9.48
ENC 60.96
MI 24.97
Score 26796

OpenGL ES 1.1
DD 26.42
FP 28.31
NG 14.66
ENC 60.90
MI 29.69
Score 27702

All tests looked identical as far as I can tell, except for Magic Island which was missing the Sun and the lens flare in 2.0. The fog may have been thicker as well.

230
Support / Re: Overlay PNG Transparency
« on: September 17, 2011, 07:22:15 pm »
Maybe the convert-method in the BitmapHelper doesn't take care of the alpha channel. It's not a good idea to put textures into /drawable anyway. Try to put them into /raw and load them via
Code: [Select]
new Texture(res.openRawResource(R.raw.texturename)) instead. Also make sure that you are blitting with transparent=true;

If the textures are placed in "drawable" or "drawable-nodpi", they should work fine since they will not be resized automatically.

If you place textures in drawable-hdpi, drawable-mdpi, or drawable-ldpi, Android may resize them to non-square texture sizes, causing textures to appear all white or appear corrupted. It basically depends on the DPI of the screen.

231
Support / Re: State of OpenGL ES2.0 support
« on: September 17, 2011, 07:06:17 pm »
I have a Tegra 2 tablet running homeycomb 3.1, let me know if you need to test GL20 routines. I also own a DesireHD running 2.3.5 if that's any help. I also have access to a new OMAP tablet.

edit: An3DBenchXL is working fine on that hardware.

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