Version updates!

Started by EgonOlsen, March 28, 2010, 09:47:50 PM

Previous topic - Next topic

EgonOlsen

Works with hardware and correct graphics on the Samsung now, if using the camera. If not, i still don't see any graphics except for the overlay. With camera, it's faster than in software mode of course, but still not really playable.

I suggest to place a single light source above the honey pot to make the graphics look more 3d-ish.

dl.zerocool

I'm adding the light at moment, but how can I suppress the all APLHA thing ?

dl.zerocool

Okay so I changed the pixelformat from my translucent to opaque
and when using no camera
I config the screen in this way :


glSurface.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
// Ensure that we get a 16bit framebuffer. Otherwise, we'll fall
// back to Pixelflinger on some device (read: Samsung I7500)
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});


And then the camera works fine, but with no camera I've the layering problem, lik there was 2 screens with a blue filter T_T

dl.zerocool

#78
Thans for the idea with the lights ;) I added 3 of them it look so much better.


I also found what I asked you for :

http://www.khronos.org/opengles/documentation/opengles1_0/html/eglChooseConfig.html

Everything is explained here ;) So no need to explain.

dl.zerocool

New version of the ARescue and ARescueFroyo uploaded.

Tell me if it's better ;)

EgonOlsen

Lighting really improves the look. But there's still nothing to see when using the no-camera mode on the Galaxy.

dl.zerocool

Really strange, because I removed all the transparent stuff and initialize glSurface with the config you told me to.

EgonOlsen

Quote from: dl.zerocool on June 04, 2010, 03:26:35 PM
I've found this :
http://code.google.com/events/io/2009/sessions/WritingRealTimeGamesAndroid.html

He does give some great tips.
What an awful sound recording...sounded like the borg from Star Trek in some parts. However, i liked the idea of adding a sleep to the input callback to avoid motion event flooding. Apart from that, he didn't offer anything new to me.

EgonOlsen

Quote from: dl.zerocool on June 04, 2010, 09:25:08 PM
Really strange, because I removed all the transparent stuff and initialize glSurface with the config you told me to.
No idea. Might have something to do with that overlay or with clearing the framebuffer with an actual alpha value even if none is supported or whatever...Galaxy is a bit pissy regarding the gl drivers or so it seems. The pro side of this is, that if it runs fine on the Galaxy, it should run fine almost everywhere... ;D

dl.zerocool

Quote from: EgonOlsen on June 04, 2010, 11:25:45 PM
Quote from: dl.zerocool on June 04, 2010, 03:26:35 PM
I've found this :
http://code.google.com/events/io/2009/sessions/WritingRealTimeGamesAndroid.html

He does give some great tips.
What an awful sound recording...sounded like the borg from Star Trek in some parts. However, i liked the idea of adding a sleep to the input callback to avoid motion event flooding. Apart from that, he didn't offer anything new to me.


Ahaha ! I totally agree about the sound, I just read the subtitles ;)  I didn't listen it.
Well yes, he don't give that much advices and most of them are "logic" that we already apply.
But I like that Google is little by little doing this kind of videos and tutorials, so we can expect better products to come to our phone.

dl.zerocool

Posted a new version should consume less cpu.

I don't really know why the game is so slow on certain phones T_T

EgonOlsen

#86
Gave it another try and it does actually render the graphics in both modes correctly. It just seems to have a problem with the controls, so that the scene jumps out of the view field within a fraction of a second (yes, i did calibrate...) when making a subtle move. That made me think that there was nothing being rendered.

dl.zerocool

You're right we do have problems with controls. As you can see the scene don't stop jumping and moves are not smooth. I would like to repair those ASAP.

Thank you for testing :)

dl.zerocool

Do you have any idea why It could be so slow on some devices ?
Because I've reviewed again and again my code and I can't find what's wrong T_T

Can it come from the collision detections ?
Or perhaps just from the 3D rendering... I'm quite lost, and I don't find any tool that can examine what's time consuming.
I really would like to make it smooth on all cell phones.
But apparently that's impossible.

raft

Quote from: dl.zerocool on June 07, 2010, 12:47:29 AM
I'm quite lost, and I don't find any tool that can examine what's time consuming.
you can profile your android app within eclipse