Quake 1 (Nanogl) Caanoo
#1
Posted 23 August 2010 - 02:12 AM
Test run got 25 fps, I think the wiz had ~20?
Memory increase is paying off I was able to bump the texture size to 256 (from 128) so theres less blur.
I need to get the analog stick added, its not doing anything through gpio.
#2
Posted 23 August 2010 - 04:17 AM
Edit: Good work pickle!
Edited by b1ueskycomp1ex, 23 August 2010 - 04:39 AM.
#3
Posted 23 August 2010 - 04:47 AM
#4
Posted 23 August 2010 - 05:02 AM
As I'm trying to gain as much knowledge as possible on game porting, what does nanogl offer that your Wiz version doesn't. Does it strictly pertain to the graphics?
AFAIK nanoGL is an API emulation layer that lets you run things written with openGL on openGLES hardware.
Or I could be completely wrong.
#5
Posted 23 August 2010 - 07:47 AM
Got it running tonight, looks good.
Test run got 25 fps, I think the wiz had ~20?
You get ~29 fps on the Wiz using the build-in benchmark (level 1) at 533MHz with firmware 1.2.1, RAM tweaks activated and default config file.
Without RAM tweak you get ~25 fps.
Edited by sbock, 23 August 2010 - 01:10 PM.
#6
Posted 23 August 2010 - 12:32 PM
You're more or less correct apart from mentioning emulation
As I'm trying to gain as much knowledge as possible on game porting, what does nanogl offer that your Wiz version doesn't. Does it strictly pertain to the graphics?
AFAIK nanoGL is an API emulation layer that lets you run things written with openGL on openGLES hardware.
Or I could be completely wrong.
#7
Posted 23 August 2010 - 01:02 PM
@orion theres really not much different, except an increase in texture size. For nanogl is exactly the same.
@blusesky the extra memory is onw reason I want to try some of things out, i expect it going to allow quake2 (with nanogl) now.
@sbock thanks for finding the old numbers, so it look like its the same performance which isnt hard to expect
#8
Posted 23 August 2010 - 11:34 PM
#9
Posted 23 August 2010 - 11:45 PM
Did you manage to get a working crosstool-ng config or is this built with some existing tool chain?
im using gph linux toolchain, i didnt get crosstool-ng working anyway. And i dont really want to spend time reinventing the wheel.
#10
Posted 24 August 2010 - 01:11 AM
Had Quake running on the Wiz but don't have a clue how i'd convert it to work on the Caanoo?
#11
Posted 24 August 2010 - 02:09 AM
Hi Pickle just wondering how you were able to get Quake 1 running on Caanoo? Just got mine yesterday and don't have any games to play on it yet.
Had Quake running on the Wiz but don't have a clue how i'd convert it to work on the Caanoo?
i recompiled it
Update: tried ioquake2 tonight, and i get an error with the 1D memory...not a good sign, maybe not enough memory still.
#12
Posted 24 August 2010 - 02:17 AM
i recompiled it
Update: tried ioquake2 tonight, and i get an error with the 1D memory...not a good sign, maybe not enough memory still.
How do you go about recompiling? sorry a complete newbie at this stuff. Would love to get into the developing side of things but just don't have any experience at it and don't really know where to start.
Also why won't ioquake2 work on the Caanoo when it used to work on the Wiz?
Sorry for the questions just still really new at all this. And nice to see you are remaking Pirates. Loved that game on the Amiga.
#13
Posted 24 August 2010 - 02:28 AM
i recompiled it
Update: tried ioquake2 tonight, and i get an error with the 1D memory...not a good sign, maybe not enough memory still.
How do you go about recompiling? sorry a complete newbie at this stuff. Would love to get into the developing side of things but just don't have any experience at it and don't really know where to start.
Also why won't ioquake2 work on the Caanoo when it used to work on the Wiz?
Sorry for the questions just still really new at all this. And nice to see you are remaking Pirates. Loved that game on the Amiga.
sorry im not going to dive into the development in this thread. look around there are a few getting started with programing threads.
your refering to the sw sdl render which does work on the caanoo (super slow), im refering to using nanogl to run ioquake2 with opengles acceleration.
#14
Posted 24 August 2010 - 03:40 AM
You're more or less correct apart from mentioning emulation
As I'm trying to gain as much knowledge as possible on game porting, what does nanogl offer that your Wiz version doesn't. Does it strictly pertain to the graphics?
AFAIK nanoGL is an API emulation layer that lets you run things written with openGL on openGLES hardware.
Or I could be completely wrong.. As far as I now NanoGL is a wrapper around OpenGL ES implementing the full (or most of it) OpenGL API.
Emulating. As in imitating, acting like, matching or surpassing - API emulation
It seems fairly accurate to me.
Or I could be completely wrong.
#15
Posted 24 August 2010 - 12:21 PM
NanoGL is just a library of wrapper functions to make porting OGL apps to OGL es easier and so doesn't really fit with this definition of an emulator.
You are right that emulation is a perfectly valid way to describe what it does in terms of the raw meaning of the word in the English language.











