Search found 80 matches
- Sat Feb 01, 2014 3:23 am
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
Great work! You can: set SDLMAME_DESKTOPDIM=320x240 to change the screen size... Done. Unfortunately, the results are still not as expected. The reason in this case is that an unsupported blending mode is being used. Nevertheless, my debug results (which include profiling for Warp3D and the driver)...
- Fri Jan 31, 2014 1:10 am
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
If you download http://www.retroreview.com/iang/minigltest.lha it has a "tiny" compile of MAME (well, it's tiny compared to the full MAME!). It should run on your 1200 though. The archive is 6.8MB compressed. <snip> If you need any help just yell. Unfortunately, I can't get it to run on m...
- Sun Jan 26, 2014 9:28 pm
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
and run "mametiny circus -video opengl Wow using this command, so with opengl and with fullscreen enabled (on a Sam440 Flex 800) i got --> Average speed: 91.88% (21 seconds) ! While without opengl i'm still at 21% (more or less) Only problem, in opengl mode the game window seems not 100% allin...
- Tue Jan 21, 2014 9:34 pm
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
@spirantho
Please check your PM.
Please check your PM.
- Sat Jan 18, 2014 4:26 pm
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
In the meantime, if you would like to give me a valid unit test for your change, that would be good. Bear in mind I can only test it on the A1200/Permedia right now.Spirantho wrote:On behalf of all MAME fans, may I say "Thank you"
- Sat Jan 18, 2014 3:31 pm
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
So, I'm having some SVN issues with the repo at the moment that are preventing me reintegrating my branch (note, not your typical text/tree conflict, this is something else). It may take a while to sort out, so I will add the texture code to the branch. That way I can get an update out sooner rather...
- Mon Jan 13, 2014 2:50 pm
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
@Karlos Maybe you will be able to add also few new functions to mgl ?:) glBindBuffers(), glGenBuffers() and glDeleteBuffers(). I know they use those VBOs which minigl does not support, but we can emulate it via switching inside to vertex arrays, so there will be no needs to implement the wheel in a...
- Sun Jan 12, 2014 7:06 pm
- Forum: General Developer Support
- Topic: A very small addition to minigl...
- Replies: 23
- Views: 17497
Re: A very small addition to minigl...
Hi,
Posting from my phone so I'll have to keep it short. I can't do it just now but I'll try to make sure the changes are added to the repository as soon as I can. I need to make sure all my changes are properly reintegrated too.
Posting from my phone so I'll have to keep it short. I can't do it just now but I'll try to make sure the changes are added to the repository as soon as I can. I need to make sure all my changes are properly reintegrated too.
- Sat Mar 09, 2013 8:28 pm
- Forum: Platform: Classic
- Topic: Testing performances of my A 4000 os4.1 Classic
- Replies: 6
- Views: 7887
Re: Testing performances of my A 4000 os4.1 Classic
Hi, I understand how to run the timedemo. What I wanted to know is what your actual settings were. Many things affect the speed, not just the resolution. For the OS4 native version of GL quake, you should use multitexture for best performance. Without it, the game renders every frame twice. Beyond t...
- Sat Mar 09, 2013 3:18 pm
- Forum: Platform: Classic
- Topic: Testing performances of my A 4000 os4.1 Classic
- Replies: 6
- Views: 7887
Re: Testing performances of my A 4000 os4.1 Classic
Turning off multitexturing on R200 will hurt performance in quake style games. The shadow/lighting information is stored as a texture and if the engine has to make 2 passes to render it, that's not good on a number of reasons. 1) You need to render the entire scene twice. The second time, you need t...