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Main forum => GLBasic - en => Topic started by: ketil on 2011-Oct-03

Title: Default speed of android devices
Post by: ketil on 2011-Oct-03
No matter what i set in the LIMITFPS function, my HTC legend has an average FPS at 47 with the most simple loops.
ex:


WHILE NOT KEY(1)
   GOSUB ShowFPS
   SHOWSCREEN
WEND




SUB ShowFPS:
   dtime=GETTIMER()
   FPS = ((1000/dtime)+FPS)/2
   delay=delay+dtime
   IF delay>1000 // 1/2 sec
      delay=0
      fps_draw=FPS
   ENDIF
   PRINT "FPS: "+fps_draw, 0 ,0
ENDSUB // SHOWFPS

Any thought about this ?
Is there an fixed framerate on some android devices ?

Also my ASUS eee Pad Transformer only shows black and white on the screen with glb apps.
Title: Re: Default speed of android devices
Post by: MrTAToad on 2011-Oct-03
QuoteASUS eee Pad Transformer only shows black and white on the screen with glb apps
It wouldn't happen to be a cheap system, would it ? 
Title: Re: Default speed of android devices
Post by: ketil on 2011-Oct-03
Nope

http://www.asus.com/Eee/Eee_Pad/Eee_Pad_Transformer_TF101/

NVIDIA® Tegra™ 2 1.0GHz dual-core CPU

Fast.

The phone with slow framerate is an HTC Legend:

http://www.gsmarena.com/htc_legend-3141.php
Title: Re: Default speed of android devices
Post by: Falstaff on 2011-Oct-03
In my testing (http://www.glbasic.com/forum/index.php?topic=6833.msg55807#msg55807) with an asus transformer, I found that anything relating to CREATESCREEN/USESCREEN would not work. Whenever I tried to draw a sprite created with CREATESCREEN, nothing would display. Unfortunately that is how I tried to do the scaling in my game. As soon as I took that code out, it would work fine.. of course it'd only take up a tiny 320x480 portion of the display. Unfortunately I don't have the device anymore to do further testing.. but it seemed like the other drawing commands such as DRAWSPRITE, DRAWANIM, and STRETCHSPRITE, all seemed fine.

It also seemed like the time trial overlay wasn't rendering properly. I don't know why, but frankly considering my main target platforms are iOS and Android.. if things aren't working better for Android by the time my first title is released, I may have to look into other competing multi-platform game dev SDK's..
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-04
It's the drivers. Android devices differ so much in divers capability it's a true joy (NOT).
See the log output what it says about "framebuffer support".
Title: Re: Default speed of android devices
Post by: ketil on 2011-Oct-05
This is my first android project, and I can't find any log output, or ... I don't know where it is or how to generate it.
Anyway - I have other games on it that HAVE to be a lot faster, and accelerated.
Title: Re: Default speed of android devices
Post by: MrTAToad on 2011-Oct-05
Yes, CREATESCREEN/USESCREEN as well as SPRCOLL are dodgy...
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-05
in the compiler/platform/andoird/bin is a _view_log.bat file to show the log of the android debug list.
Title: Re: Default speed of android devices
Post by: ketil on 2011-Oct-05
This is my log-output:


I/SDL     ( 4429): Starting up OpenGL ES 1.1
I/glbasic ( 4429): SDL_SetVideoMode seems to be 1
I/glbasic ( 4429): get accurate timer - 1st call
I/glbasic ( 4429): flip - 1st call
I/glbasic ( 4429): BGRA ext NOT supported

I/glbasic ( 4429):
   GL_AMD_compressed_3DC_texture
   GL_AMD_compressed_ATC_texture
   GL_ARB_texture_env_combine
   GL_ARB_texture_env_dot3
   GL_ARB_texture_mirrored_repeat
   GL_ARB_vertex_buffer_object
   GL_ATI_compressed_texture_atitc
   GL_ATI_texture_compression_atitc
   GL_EXT_blend_equation_separate
   GL_EXT_blend_func_separate
   GL_EXT_blend_minmax
   GL_EXT_blend_subtract
   GL_EXT_stencil_wrap
   GL_OES_EGL_image
   GL_OES_blend_equation_separate
   GL_OES_blend_func_separate
   GL_OES_blend_subtract
   GL_OES_compressed_ETC1_RGB8_texture
   GL_OES_compressed_paletted_texture
   GL_OES_draw_texture
   GL_OES_extended_matrix_palette
   GL_OES_framebuffer_object
   GL_OES_matrix_palette
   GL_OES_point_size_array
   GL_OES_point_sprite
   GL_OES_read_format
   GL_OES_stencil_wrap
   GL_OES_texture_cube_map
   GL_OES_texture_env_crossbar
   GL_OES_texture_mirrored_repeat

I/glbasic ( 4429): Texture size limit: 1024
I/glbasic ( 4429): init fbo
I/glbasic ( 4429): 2D VP
I/glbasic ( 4429): OGRB init [OK]
I/glbasic ( 4429): Cptn
I/glbasic ( 4429): Network
I/glbasic ( 4429): Input
I/glbasic ( 4429): Window mode
I/glbasic ( 4429): Create DXin
I/glbasic ( 4429): sdl_grab
I/glbasic ( 4429): reptr
I/glbasic ( 4429): getexe
I/glbasic ( 4429): cd
I/glbasic ( 4429): set cdir to: /data/data/com.yourcompany.tilescroller
I/glbasic ( 4429): exepath=curdir= /data/data/com.yourcompany.tilescroller
I/glbasic ( 4429): set cdir to: files
I/glbasic ( 4429): Init Finalized
I/glbasic ( 4429): Rbow::SetScreen( 480,320)

Title: Re: Default speed of android devices
Post by: MrTAToad on 2011-Oct-05
i wonder if C performed is knobbled by the operating system ?
Title: Re: Default speed of android devices
Post by: ketil on 2011-Oct-05
Anybody else with bad Android experiences ? Or is it my setup.
I just can't believe that 2 of 2 android devices fails :(
Perhaps it's not production-ready for android yet ?

Anybody with apps and positive response on android market ?
Perhaps links to andoid glb-apps that i can test on my devices ?
Title: Re: Default speed of android devices
Post by: MrTAToad on 2011-Oct-05
Here are mine :

https://market.android.com/publish/Home#AppEditorPlace:p=com.unmap.spotstheboardgamedemo

https://market.android.com/publish/Home#AppEditorPlace:p=com.unmap.usefulcodeviewer

https://market.android.com/publish/Home#AppEditorPlace:p=com.unmap.vectoreditor

My phone is a "generic" Android machine and is very slow for everything.  So far, I haven't got what could be regarded as a proper device yet.

I've had one response out of a total of 445 downloads...  And also have had 0 error reports...
Title: Re: Default speed of android devices
Post by: spacefractal on 2011-Oct-05
SHOWSCREEN is sometimes strange on Android ans seen its doing a lots of things as well, which is why I have set my app to run with 25fps (not 30fps, but its not a problem with that kind of game I doing here), but I do also have many tiles drawed and still works nice on a Sony Xperia Phone (which I have dedicated to been the default test phone with full graphics details).

You can try to set some MS timers before and check again after SHOWSCREEN as well general loop, so you can checkout howlong time in MS its take to perform the task. Its better doing that way than a regular FPS check and is much more precision.
Title: Re: Default speed of android devices
Post by: ketil on 2011-Oct-06
Some GOOD NEWS :)

I have almost no penalty drawing sprites.

fps goes from 46.5 to 44 when drawing 3 sprites the size of 480 x 320 (each).

It seems like you have right about showscreen doing a lot of stuff on android.

What fps do you guys set as limit on handhelds ?
Is the iPhone faster ?
Title: Re: Default speed of android devices
Post by: spacefractal on 2011-Oct-06
Newer android is faster in some cases.

In my project I use 25fps for both iOS and Android (except iPad 2 and iPhone 4s get 50fps). on desktop its 50fps (i usu pal speed this time).

I not set to 60fps due timing issues and animations is set useable for 25...

Os. I have around 500 tiles drawn on screen with layers (but its possible disable some details on android, which is a good practice).
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-06
QuoteGL_OES_framebuffer_object
This indicates, that the createscreen stuff should work.

can you test this:
Code (glbasic) Select

SETTRANSPARENCY 0x000000
CREATESCREEN 1, 1, 256,256
USESCREEN 1
DRAWRECT 0,0,256,256,0x000000
DRAWRECT 0,0,32,32,0xff0000
DRAWRECT 1,1,30,30,0xffffff
USESCREEN 0
CLEARSCREEN 0xff8080
WHILE TRUE
    DRAWSPRITE 1, 32,32
    SHOWSCREEN
WEND


You should see a light blue background with a white rectangle, that has a blue frame.
What do you see?




Title: Re: Default speed of android devices
Post by: ketil on 2011-Oct-06
It works as it should on my htc legend.

On the asus eee pad transformer ...
Nothing but a blue screen.
Grabsprite gives monocolor sprites.
On this platform (honeycomb 3.2) loadsprite seems to be the only way.
Perhaps the nvidia tegra drivers has someting to do with it ?
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-07
oh my.
Try some drawsprite instead of the drawrect. It might be, that the pad does not support glColour attributes.

I think I should provide a fallback for drawing colored rectangles.
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-12
I have a similar tale of woe. First, everything works fairly well on my 7" HTC Flyer tablet... there are some speed issues and there really shouldn't be considering it has a 1.5GHz CPU and it has handled every game I have tried from the Market with ease. It is running Android version 2.3.3.

My Toshiba Thrive is a 10.1" tablet, running the Tegra 2 1.0GHz dual-core cpu running Android version 3.1. This tablet is dog slow.. like pathetically slow running the same code as the Flyer. To add insult to injury, sprite collisions (SPRCOLL) are working for some sprites but not for others. Great.

This same code runs perfectly on my iPad2.
It seems there are some pretty serious problems with the Android stuff.

Frustrating. Very, very frustrating.

Anyhow, here is my log:

Code (glbasic) Select

I/glbasic (15153): onCreate
I/glbasic (15153): Updating media files
I/glbasic (15153): done with updating
I/glbasic (15153): external files dir is /data/data/com.xxxxx.xxxxx/files
I/SDL     (15153): pixel format RGB_565
I/SDL     (15153): SDL_Android_Init()
I/glbasic (15153): debug works at all
I/glbasic (15153): preplic
I/glbasic (15153): lic done
I/glbasic (15153): timer
I/glbasic (15153): rbow
I/glbasic (15153): rbow init
I/glbasic (15153): SDL_init video
I/glbasic (15153): SDL_GetVideoInfo = 800x1232 @ 16 bpp
I/glbasic (15153): Setting video mode: 800x1232x16 fl=4800000
I/SDL     (15153): [STUB] GL_LoadLibrary
I/SDL     (15153): Starting up OpenGL ES 1.1
I/glbasic (15153): SDL_SetVideoMode seems to be 1
I/glbasic (15153): get accurate timer - 1st call
I/glbasic (15153): flip - 1st call
I/glbasic (15153): BGRA ext supported
I/glbasic (15153): Texture size limit: 2048
I/glbasic (15153): init fbo
I/glbasic (15153): 2D VP
I/glbasic (15153): OGRB init [OK]
I/glbasic (15153): Cptn
I/glbasic (15153): Network
I/glbasic (15153): Input
I/glbasic (15153): Window mode
I/glbasic (15153): Create DXin
I/glbasic (15153): sdl_grab
I/glbasic (15153): reptr
I/glbasic (15153): getexe
I/glbasic (15153): cd
I/glbasic (15153): set cdir to: /data/data/com.xxxxx.xxxxx
I/glbasic (15153): exepath=curdir= /data/data/com.xxxxx.xxxxx
I/glbasic (15153): set cdir to: files
I/glbasic (15153): Init Finalized
I/glbasic (15153): set cdir to: Media
I/glbasic (15153): fail StartRendering on tex 300=45
I/glbasic (15153): fail StartRendering on tex 122=10
I/glbasic (15153): fail StartRendering on tex 121=9
I/glbasic (15153): fail StartRendering on tex 301=46
I/glbasic (15153): fail StartRendering on tex 120=8
I/glbasic (15153): fail StartRendering on tex 501=55
I/glbasic (15153): fail StartRendering on tex 302=47
I/glbasic (15153): fail StartRendering on tex 253=40
I/glbasic (15153): fail StartRendering on tex 123=11
I/glbasic (15153): fail StartRendering on tex 303=48
I/glbasic (15153): Shut down GLB
I/glbasic (15153): glb is shut down
I/SDL     (15153): [STUB] GL_UnloadLibrary
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-12
oh dear!
the "fail StartRendering on tex 303=48" stuff indicates that I could not read the pixels of some sprites. That's why SPRCOLL will not work.
I have to investigate this a bit further. Also, if the speed is horribly, I think something might be wrong in my setup, yet.
When you render everything to an offscreen-surface and then paste this to the real screen -> do you get speed improvements?
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-12
Hi Kitty,

I'll try that as soon as I can and will let you know what I find out.

Thanks
Steve
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-13
Using:
GETSCREENSIZE screenx, screeny
CREATESCREEN 0, 0, screenx,screeny
WHILE TRUE
USESCREEN 0
{draw stuff}
USESCREEN -1
DRAWSPRITE 0, 0,0
WEND

Had the following results:

HTC Flyer - Framerate probably 50% or so slower than before.
Toshiba Thrive - Black Screen.
Windows - Ran pretty much as before.
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-13
OK, so it's not a problem with the bit depths.
Very strange why it would be so slow. Are you using polyvector for the drawings? Are you surely _not_ using a colour value in polyvector (other than RGB(255,255,255) ) and no DRAWRECT?
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-13
Hi Kitty,

Not using polyvector or anything other than the standard sprite drawing commands.
I am wondering if this is a Tegra 2 or a Honeycomb issue? My HTC Flyer with the SnapDragon is not
lightning fast but it runs decently with some of the particle effects turned off and does not have
any of the sprite collision issues.

Cheers.
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-13
ah. That's the issue then. The drivers are optimized for drawing large batches of triangles at once. You really should use a polyvector drawing routine as shown in the forums.
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-14
Wow. So you are saying that all the sprite drawing commands in
GLB are useless on Tegra 2 tablets? What about the texture
loading errors? Does using polyvector solve that issue as well?

Thanks.
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-14
what texture loading errors?
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-14
Uh, these...

I/glbasic (15153): fail StartRendering on tex 300=45
I/glbasic (15153): fail StartRendering on tex 122=10
I/glbasic (15153): fail StartRendering on tex 121=9
I/glbasic (15153): fail StartRendering on tex 301=46
I/glbasic (15153): fail StartRendering on tex 120=8
I/glbasic (15153): fail StartRendering on tex 501=55
I/glbasic (15153): fail StartRendering on tex 302=47
I/glbasic (15153): fail StartRendering on tex 253=40
I/glbasic (15153): fail StartRendering on tex 123=11
I/glbasic (15153): fail StartRendering on tex 303=48

To which you replied...
the "fail StartRendering on tex 303=48" stuff indicates that I could not read the pixels of some sprites. That's why SPRCOLL will not work.
I have to investigate this a bit further.

I think you need to take a look at your code and how it handles Tegra 2 stuff as the sprite loading issues only crops up on my Tegra 2 device and not my other droid tablet, my PC, or either of my iPads running the exact same code.
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-18
I might have found it.
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-19
Thanks for checking into this, really appreciated.
Title: Re: Default speed of android devices
Post by: caffeinekid on 2011-Oct-19
I hope you did find it Kitty, good luck.

Fingers crossed that this will fix the CREATESCREEN command on some Android devices too? :)
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-19
It's the same code. I really hope it's fixed.
Title: Re: Default speed of android devices
Post by: caffeinekid on 2011-Oct-19
Please let me know when the update is out. I have someone who can test my code on his Asus Transformer and tell me if it's better and if the fix works right.  :nw:
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-19
OK, I think about one last update before the big native-iOS compiler gets shipped.
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-19
Sweet!
Title: Re: Default speed of android devices
Post by: erico on 2011-Oct-20
Quote from: Kitty Hello on 2011-Oct-19
OK, I think about one last update before the big native-iOS compiler gets shipped.


GASP! :O
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-25
OK, I did some code changes, but I can't really test (here) now.
Can you please test the program attached and see if it runs and what warnings the debug console displays?



[attachment deleted by admin]
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-25
Okay, on my Toshiba Thrive it came up:

A small white box with red center at the very top.
A Green filled rectangle with a small white box in the upper left, there is some white text as well but I can't make out what it says.
Down a bit is a red line with the white text "redline" beneath it.
Down a bit more is another line of white text that says "solid grab is on screen"... I think.

Tapping the screen...

The screen turns blue, there are 3 white boxes at the top and some white text down a ways that says "polyvec 40,40"

Tap the screen again, app quits.

Here is the log:
Code (glbasic) Select

I/glbasic ( 2655): SDL_GetVideoInfo = 800x1232 @ 16 bpp
I/glbasic ( 2655): Setting video mode: 800x1232x16 fl=4800000
I/SDL     ( 2655): [STUB] GL_LoadLibrary
I/SDL     ( 2655): Starting up OpenGL ES 1.1
D/libEGL  ( 2655): loaded /system/lib/egl/libGLES_android.so
D/libEGL  ( 2655): loaded /system/lib/egl/libEGL_tegra.so
I/ActivityManager(  135): Displayed com.glbasic.glbasicenginetest/org.libsdl.app
.SDLActivity: +926ms
W/IInputConnectionWrapper(  243): showStatusIcon on inactive InputConnection
D/libEGL  ( 2655): loaded /system/lib/egl/libGLESv1_CM_tegra.so
D/libEGL  ( 2655): loaded /system/lib/egl/libGLESv2_tegra.so
I/glbasic ( 2655): SDL_SetVideoMode seems to be 1
I/glbasic ( 2655): get accurate timer - 1st call
I/glbasic ( 2655): flip - 1st call
I/glbasic ( 2655): BGRA ext supported
I/glbasic ( 2655): Texture size limit: 2048
I/glbasic ( 2655): init fbo
I/glbasic ( 2655): 2D VP
I/glbasic ( 2655): OGRB init [OK]
I/glbasic ( 2655): Cptn
I/glbasic ( 2655): Network
I/glbasic ( 2655): Input
I/glbasic ( 2655): Window mode
I/glbasic ( 2655): Create DXin
I/glbasic ( 2655): sdl_grab
I/glbasic ( 2655): reptr
I/glbasic ( 2655): getexe
I/glbasic ( 2655): cd
I/glbasic ( 2655): set cdir to: /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 2655): exepath=curdir= /data/data/com.glbasic.glbasicenginetest
V/SDL     ( 2655): SDL audio: opening device
V/SDL     ( 2655): SDL audio: wanted stereo 16-bit 44.1kHz, 512 frames buffer
V/SDL     ( 2655): SDL audio: got stereo 16-bit 44.1kHz, 4096 frames buffer
I/glbasic ( 2655): set cdir to: files
I/glbasic ( 2655): Init Finalized
I/glbasic ( 2655): glBindRenderbufferExt failed 8cd6
I/glbasic ( 2655): solid  grab != on screen
D/dalvikvm(  135): GC_EXPLICIT freed 486K, 43% free 16051K/27847K, paused 8ms+5m
s
I/glbasic ( 2655): polyvec 40,40
D/dalvikvm(  807): GC_EXPLICIT freed 46K, 7% free 7353K/7879K, paused 3ms+2ms
I/glbasic ( 2655): Shut down GLB
I/glbasic ( 2655): glb is shut down
I/SDL     ( 2655): [STUB] GL_UnloadLibrary
E/InputDispatcher(  135): channel '40ba3438 com.glbasic.glbasicenginetest/org.li
bsdl.app.SDLActivity (server)' ~ Consumer closed input channel or an error occur
red.  events=0x8
E/InputDispatcher(  135): channel '40ba3438 com.glbasic.glbasicenginetest/org.li
bsdl.app.SDLActivity (server)' ~ Channel is unrecoverably broken and will be dis
posed!
I/MPL-mldl_cfg_mpu:(  135): mpu3050_suspend: suspending sensors to 0000
D/gralloc (   88): Attempting to delete a locked buffer!
D/gralloc (   88): Buffer 23 locks: (tid = 2663 (x1), usage = 0x200)
I/ActivityManager(  135): Process com.glbasic.glbasicenginetest (pid 2655) has d
ied.
I/WindowManager(  135): WIN DEATH: Window{4106d4e0 SurfaceView paused=false}
I/WindowManager(  135): WIN DEATH: Window{40ba3438 com.glbasic.glbasicenginetest
/org.libsdl.app.SDLActivity paused=false}
I/WindowManager(  135): WINDOW DIED Window{40ba3438 com.glbasic.glbasicenginetes
t/org.libsdl.app.SDLActivity paused=false}
I/MPL-mldl_cfg_mpu:(  135): mpu3050_suspend: Will resume next to 0078
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-25
run it again, and also on windows.
In stage 1, the green box ought have 2 boxes with text underneath. One (left) says "grb" - that's GRABSPRITE.
the center one says "scr", that's CREATESCREEN.

If the center box is not there, there's something bad going on.

In your log I see:
QuoteD/gralloc (   88): Attempting to delete a locked buffer!
which is very intersting!!
Can you insert some lines:

STDOUT "LINE: "+CODE_LINE()+"\n"

along the source to find out where this error occurs? Thanks a lot!
Title: Re: Default speed of android devices
Post by: Gary on 2011-Oct-25
Quote from: Kitty Hello on 2011-Oct-25
OK, I did some code changes, but I can't really test (here) now.
Can you please test the program attached and see if it runs and what warnings the debug console displays?

I will check this out on my Asus Transformer tonight :) Fingers crossed
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-25
I'll need the source code, there is only an apk file in the zip.
Title: Re: Default speed of android devices
Post by: Gary on 2011-Oct-25
on my asus transformer I have the SCR box missing as well

Here is my debug information

Code (glbasic) Select

--------- beginning of /dev/log/system
--------- beginning of /dev/log/main
I/glbasic ( 1778): onCreate
I/glbasic ( 1778): Updating media files
I/glbasic ( 1778): assets found, copying...
I/glbasic ( 1778): assets still up to date, proceed to main...
I/glbasic ( 1778): done with updating
I/glbasic ( 1778): external files dir is /data/data/com.glbasic.glbasicenginetes
t/files
I/glbasic ( 1778): external storage /mnt/sdcard/Download
I/glbasic ( 1778): onResume()
I/SDL     ( 1778): pixel format RGB_565
I/SDL     ( 1778): SDL_Android_Init()
I/glbasic ( 1778): timer
I/glbasic ( 1778): rbow
I/glbasic ( 1778): rbow init
I/glbasic ( 1778): SDL_init video
I/glbasic ( 1778): SDL_GetVideoInfo = 800x1232 @ 16 bpp
I/glbasic ( 1778): Setting video mode: 800x1232x16 fl=4800000
I/SDL     ( 1778): [STUB] GL_LoadLibrary
I/SDL     ( 1778): Starting up OpenGL ES 1.1
I/glbasic ( 1778): SDL_SetVideoMode seems to be 1
I/glbasic ( 1778): get accurate timer - 1st call
I/glbasic ( 1778): flip - 1st call
I/glbasic ( 1778): BGRA ext supported
I/glbasic ( 1778): Texture size limit: 2048
I/glbasic ( 1778): init fbo
I/glbasic ( 1778): 2D VP
I/glbasic ( 1778): OGRB init [OK]
I/glbasic ( 1778): Cptn
I/glbasic ( 1778): Network
I/glbasic ( 1778): Input
I/glbasic ( 1778): Window mode
I/glbasic ( 1778): Create DXin
I/glbasic ( 1778): sdl_grab
I/glbasic ( 1778): reptr
I/glbasic ( 1778): getexe
I/glbasic ( 1778): cd
I/glbasic ( 1778): set cdir to: /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 1778): exepath=curdir= /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 1778): set cdir to: files
I/glbasic ( 1778): Init Finalized
I/glbasic ( 1778): glBindRenderbufferExt failed 8cd6
I/glbasic ( 1778): solid  grab != on screen
I/glbasic ( 1778): polyvec 40,40
I/glbasic ( 1778): Shut down GLB
I/glbasic ( 1778): glb is shut down
I/SDL     ( 1778): [STUB] GL_UnloadLibrary


Hope that helps
Gary
Title: Re: Default speed of android devices
Post by: Gary on 2011-Oct-25
Quote from: AlienMenace on 2011-Oct-25
I'll need the source code, there is only an apk file in the zip.

Not sure the source will help, I suspect that that APK file was compiled with a special beta version that Gernot has created to try to fix this problem
Title: Re: Default speed of android devices
Post by: caffeinekid on 2011-Oct-25
Awww doesn't sound promising at the moment then. Fingers crossed that it can still be sorted and that the Asus Transformer has the tech to handle this command somehow.
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-26
Yes. There's surely a way to get it working.
Title: Re: Default speed of android devices
Post by: Gary on 2011-Oct-26
I have no doubt at all that Kitty will get things running, I just suspect that at the moment he is tied up with advancements in iDevice changes :) . It does look like its tegra 2 related though
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-26
ok, please try the package attached. It works for me (also has a "fix" for devices that can't do glColour) on the emulator.
This package should give extensive error logging for all gl commands that failed.
Also, I changed the framebuffer option a bit.

[attachment deleted by admin]
Title: Re: Default speed of android devices
Post by: Gary on 2011-Oct-26
Gernot,

Here is the debug info from my Asus Transformer

Code (glbasic) Select

--------- beginning of /dev/log/system
--------- beginning of /dev/log/main
I/glbasic ( 1683): onCreate
I/glbasic ( 1683): Updating media files
I/glbasic ( 1683): assets found, copying...
I/glbasic ( 1683): assets still up to date, proceed to main...
I/glbasic ( 1683): done with updating
I/glbasic ( 1683): external files dir is /data/data/com.glbasic.glbasicenginetes
t/files
I/glbasic ( 1683): external storage /mnt/sdcard/Download
I/glbasic ( 1683): onResume()
I/SDL     ( 1683): pixel format RGB_565
I/SDL     ( 1683): SDL_Android_Init()
I/glbasic ( 1683): timer
I/glbasic ( 1683): rbow
I/glbasic ( 1683): rbow init
I/glbasic ( 1683): SDL_init video
I/glbasic ( 1683): SDL_GetVideoInfo = 800x1232 @ 16 bpp
I/glbasic ( 1683): Setting video mode: 800x1232x16 fl=4800000
I/SDL     ( 1683): [STUB] GL_LoadLibrary
I/SDL     ( 1683): Starting up OpenGL ES 1.1
I/glbasic ( 1683): SDL_SetVideoMode seems to be 1
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 1683): get accurate timer - 1st call
I/glbasic ( 1683): flip - 1st call
I/glbasic ( 1683): BGRA ext supported
I/glbasic ( 1683): Texture size limit: 2048
I/glbasic ( 1683): init fbo
I/glbasic ( 1683): 2D VP
I/glbasic ( 1683): OGRB init [OK]
I/glbasic ( 1683): Cptn
I/glbasic ( 1683): Network
I/glbasic ( 1683): Input
I/glbasic ( 1683): Window mode
I/glbasic ( 1683): Create DXin
I/glbasic ( 1683): sdl_grab
I/glbasic ( 1683): reptr
I/glbasic ( 1683): getexe
I/glbasic ( 1683): cd
I/glbasic ( 1683): set cdir to: /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 1683): exepath=curdir= /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 1683): set cdir to: files
I/glbasic ( 1683): Init Finalized
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(191) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): glBindRenderbufferExt failed 8cd6
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(4511) : error OGL1282: The specifie
d operation is not allowed in the current state. The offending function is ignor
ed, having no side effect other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(4755) : error OGL1282: The specifie
d operation is not allowed in the current state. The offending function is ignor
ed, having no side effect other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): glBindRenderbufferExt failed 8cd6
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(191) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): glBindRenderbufferExt failed 8cd6
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1683): solid  grab != on screen
I/glbasic ( 1683): polyvec 1,1 != white
I/glbasic ( 1683): Shut down GLB
I/glbasic ( 1683): glb is shut down
I/SDL     ( 1683): [STUB] GL_UnloadLibrary


and attached is a screen shot of the screen output

Gary

[attachment deleted by admin]
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-27
The first screen looks exactly like Gary's above.
The next screen is blue with 3 white boxes at the top
and some white text down a ways that says "polyvec 1,1 is white"

Here is the log:

Code (glbasic) Select

ib/libSDL_image.so 0x4078b000
D/dalvikvm( 3282): Added shared lib /data/data/com.glbasic.glbasicenginetest/lib
/libSDL_image.so 0x4078b000
D/dalvikvm( 3282): No JNI_OnLoad found in /data/data/com.glbasic.glbasicenginete
st/lib/libSDL_image.so 0x4078b000, skipping init
D/dalvikvm( 3282): Trying to load lib /data/data/com.glbasic.glbasicenginetest/l
ib/libmikmod.so 0x4078b000
D/dalvikvm( 3282): Added shared lib /data/data/com.glbasic.glbasicenginetest/lib
/libmikmod.so 0x4078b000
D/dalvikvm( 3282): No JNI_OnLoad found in /data/data/com.glbasic.glbasicenginete
st/lib/libmikmod.so 0x4078b000, skipping init
D/dalvikvm( 3282): Trying to load lib /data/data/com.glbasic.glbasicenginetest/l
ib/libSDL_mixer.so 0x4078b000
D/dalvikvm( 3282): Added shared lib /data/data/com.glbasic.glbasicenginetest/lib
/libSDL_mixer.so 0x4078b000
D/dalvikvm( 3282): No JNI_OnLoad found in /data/data/com.glbasic.glbasicenginete
st/lib/libSDL_mixer.so 0x4078b000, skipping init
D/dalvikvm( 3282): Trying to load lib /data/data/com.glbasic.glbasicenginetest/l
ib/libSDL_ttf.so 0x4078b000
D/dalvikvm( 3282): Added shared lib /data/data/com.glbasic.glbasicenginetest/lib
/libSDL_ttf.so 0x4078b000
D/dalvikvm( 3282): No JNI_OnLoad found in /data/data/com.glbasic.glbasicenginete
st/lib/libSDL_ttf.so 0x4078b000, skipping init
D/dalvikvm( 3282): Trying to load lib /data/data/com.glbasic.glbasicenginetest/l
ib/libmain.so 0x4078b000
D/dalvikvm( 3282): Added shared lib /data/data/com.glbasic.glbasicenginetest/lib
/libmain.so 0x4078b000
I/glbasic ( 3282): onCreate
I/glbasic ( 3282): Updating media files
I/glbasic ( 3282): no assets found, copying...
V/glbasic ( 3282): attempting to copy asset: Media
D/TabletStatusBar(  197): lights on
V/glbasic ( 3282): Media is a file, reading...
W/System.err( 3282): java.io.FileNotFoundException: Media
W/System.err( 3282):    at android.content.res.AssetManager.openAsset(Native Met
hod)
W/System.err( 3282):    at android.content.res.AssetManager.open(AssetManager.ja
va:315)
W/System.err( 3282):    at android.content.res.AssetManager.open(AssetManager.ja
va:289)
W/System.err( 3282):    at org.libsdl.app.SDLActivity.recursiveCopy(SDLActivity.
java:266)
W/System.err( 3282):    at org.libsdl.app.SDLActivity.copyAssets(SDLActivity.jav
a:231)
W/System.err( 3282):    at org.libsdl.app.SDLActivity.onCreate(SDLActivity.java:
71)
W/System.err( 3282):    at android.app.Instrumentation.callActivityOnCreate(Inst
rumentation.java:1048)
W/System.err( 3282):    at android.app.ActivityThread.performLaunchActivity(Acti
vityThread.java:1712)
W/System.err( 3282):    at android.app.ActivityThread.handleLaunchActivity(Activ
ityThread.java:1764)
W/System.err( 3282):    at android.app.ActivityThread.access$1500(ActivityThread
.java:122)
W/System.err( 3282):    at android.app.ActivityThread$H.handleMessage(ActivityTh
read.java:1002)
W/System.err( 3282):    at android.os.Handler.dispatchMessage(Handler.java:99)
W/System.err( 3282):    at android.os.Looper.loop(Looper.java:132)
W/System.err( 3282):    at android.app.ActivityThread.main(ActivityThread.java:4
025)
W/System.err( 3282):    at java.lang.reflect.Method.invokeNative(Native Method)
W/System.err( 3282):    at java.lang.reflect.Method.invoke(Method.java:491)
W/System.err( 3282):    at com.android.internal.os.ZygoteInit$MethodAndArgsCalle
r.run(ZygoteInit.java:841)
W/System.err( 3282):    at com.android.internal.os.ZygoteInit.main(ZygoteInit.ja
va:599)
W/System.err( 3282):    at dalvik.system.NativeStart.main(Native Method)
I/glbasic ( 3282): done with updating
I/glbasic ( 3282): external files dir is /data/data/com.glbasic.glbasicenginetes
t/files
I/glbasic ( 3282): external storage /storage/Download
I/glbasic ( 3282): onResume()
I/MPL-mldl_cfg_mpu:(  133): mpu3050_resume: Resuming to 0078
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: suspending sensors to 0000
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: Will resume next to 0078
I/MPL-mldl_cfg_mpu:(  133): mpu3050_resume: Resuming to 0078
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: suspending sensors to 0000
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: Will resume next to 0078
I/MPL-mldl_cfg_mpu:(  133): mpu3050_resume: Resuming to 0078
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: suspending sensors to 0000
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: Will resume next to 0078
I/MPL-mldl_cfg_mpu:(  133): mpu3050_resume: Resuming to 0078
I/SDL     ( 3282): pixel format RGB_565
I/SDL     ( 3282): SDL_Android_Init()
I/glbasic ( 3282): timer
I/glbasic ( 3282): rbow
I/glbasic ( 3282): rbow init
I/glbasic ( 3282): SDL_init video
I/glbasic ( 3282): SDL_GetVideoInfo = 800x1232 @ 16 bpp
I/glbasic ( 3282): Setting video mode: 800x1232x16 fl=4800000
I/SDL     ( 3282): [STUB] GL_LoadLibrary
I/SDL     ( 3282): Starting up OpenGL ES 1.1
D/libEGL  ( 3282): loaded /system/lib/egl/libGLES_android.so
D/libEGL  ( 3282): loaded /system/lib/egl/libEGL_tegra.so
I/ActivityManager(  133): Displayed com.glbasic.glbasicenginetest/org.libsdl.app
.SDLActivity: +777ms (total +3m23s106ms)
D/libEGL  ( 3282): loaded /system/lib/egl/libGLESv1_CM_tegra.so
D/libEGL  ( 3282): loaded /system/lib/egl/libGLESv2_tegra.so
I/glbasic ( 3282): SDL_SetVideoMode seems to be 1
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 3282): get accurate timer - 1st call
I/glbasic ( 3282): flip - 1st call
I/glbasic ( 3282): BGRA ext supported
I/glbasic ( 3282): Texture size limit: 2048
I/glbasic ( 3282): init fbo
I/glbasic ( 3282): 2D VP
I/glbasic ( 3282): OGRB init [OK]
I/glbasic ( 3282): Cptn
I/glbasic ( 3282): Network
I/glbasic ( 3282): Input
I/glbasic ( 3282): Window mode
I/glbasic ( 3282): Create DXin
I/glbasic ( 3282): sdl_grab
I/glbasic ( 3282): reptr
I/glbasic ( 3282): getexe
I/glbasic ( 3282): cd
I/glbasic ( 3282): set cdir to: /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 3282): exepath=curdir= /data/data/com.glbasic.glbasicenginetest
V/SDL     ( 3282): SDL audio: opening device
V/SDL     ( 3282): SDL audio: wanted stereo 16-bit 44.1kHz, 512 frames buffer
V/SDL     ( 3282): SDL audio: got stereo 16-bit 44.1kHz, 4096 frames buffer
I/glbasic ( 3282): set cdir to: files
I/glbasic ( 3282): Init Finalized
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(191) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): glBindRenderbufferExt failed 8cd6
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(4511) : error OGL1282: The specifie
d operation is not allowed in the current state. The offending function is ignor
ed, having no side effect other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(4755) : error OGL1282: The specifie
d operation is not allowed in the current state. The offending function is ignor
ed, having no side effect other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): glBindRenderbufferExt failed 8cd6
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(191) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): glBindRenderbufferExt failed 8cd6
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(269) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 3282): solid  grab != on screen
I/glbasic ( 3282): polyvec 1,1 != white
I/power   (  133): *** set_screen_state 0
D/PhoneWindow( 3282): couldn't save which view has focus because the focused vie
w org.libsdl.app.SDLSurface@40797fc8 has no id.
I/glbasic ( 3282): onPause()
I/glbasic ( 3282): glbasicOnPause(1)
I/glbasic ( 3282): super.onPause
I/WindowManager(  133): @@ LED State value :0 @@
D/SurfaceFlinger(   88): About to give-up screen, flinger = 0xa830
D/UnlockScreen(  133): portrait mode
D/UnlockScreen(  133): mode normal
I/TabletStatusBar(  197): DISABLE_CLOCK: yes
I/TabletStatusBar(  197): DISABLE_EXPAND: yes
I/TabletStatusBar(  197): DISABLE_NAVIGATION: yes
D/UnlockScreen(  133): mode normal
I/TabletStatusBar(  197): DISABLE_BACK: yes
D/dalvikvm(  133): GC_CONCURRENT freed 86K, 46% free 19014K/34823K, paused 2ms+7
ms
D/skia    (  133): purging 203K from font cache [18 entries]
D/KeyguardViewMediator(  133): wakeWhenReadyLocked(3)
I/power   (  133): *** set_screen_state 1
I/glbasic ( 3282): onResume()
I/WindowManager(  133): @@ LED State value :1 @@
D/WifiService(  133): ACTION_SCREEN_ON
D/SurfaceFlinger(   88): Screen about to return, flinger = 0xa830
I/AwesomePlayer(   91): setDataSource_l('/system/media/audio/ui/Unlock.ogg')
I/AwesomePlayer(   91): setDataSource_l('/system/media/audio/ui/Unlock.ogg')
I/TabletStatusBar(  197): DISABLE_CLOCK: no
I/TabletStatusBar(  197): DISABLE_NAVIGATION: no
W/InputManagerService(  133): Window already focused, ignoring focus gain of: co
m.android.internal.view.IInputMethodClient$Stub$Proxy@408ea870
I/TabletStatusBar(  197): DISABLE_BACK: no
I/glbasic ( 3282): Shut down GLB
I/glbasic ( 3282): glb is shut down
I/SDL     ( 3282): [STUB] GL_UnloadLibrary
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: suspending sensors to 0000
I/WindowManager(  133): WIN DEATH: Window{4131ddb0 com.glbasic.glbasicenginetest
/org.libsdl.app.SDLActivity paused=false}
W/WindowManager(  133): Force-removing child win Window{41ca1a78 SurfaceView pau
sed=false} from container Window{4131ddb0 com.glbasic.glbasicenginetest/org.libs
dl.app.SDLActivity paused=false}
I/ActivityManager(  133): Process com.glbasic.glbasicenginetest (pid 3282) has d
ied.
D/gralloc (   88): Attempting to delete a locked buffer!
D/gralloc (   88): Buffer 2e locks: (tid = 3290 (x1), usage = 0x200)
W/WindowManager(  133): Failed looking up window
W/WindowManager(  133): java.lang.IllegalArgumentException: Requested window and
roid.os.BinderProxy@40e1f960 does not exist
W/WindowManager(  133):         at com.android.server.wm.WindowManagerService.wi
ndowForClientLocked(WindowManagerService.java:6535)
W/WindowManager(  133):         at com.android.server.wm.WindowManagerService.wi
ndowForClientLocked(WindowManagerService.java:6526)
W/WindowManager(  133):         at com.android.server.wm.WindowState$DeathRecipi
ent.binderDied(WindowState.java:1332)
W/WindowManager(  133):         at android.os.BinderProxy.sendDeathNotice(Binder
.java:385)
W/WindowManager(  133):         at dalvik.system.NativeStart.run(Native Method)
I/WindowManager(  133): WIN DEATH: null
W/InputManagerService(  133): Got RemoteException sending setActive(false) notif
ication to pid 3282 uid 10120
I/MPL-mldl_cfg_mpu:(  133): mpu3050_suspend: Will resume next to 0078
D/dalvikvm( 1063): GC_EXPLICIT freed 14K, 31% free 25443K/36359K, paused 16ms+7m
s
D/dalvikvm(  256): GC_EXPLICIT freed 83K, 10% free 6427K/7111K, paused 5ms+3ms
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Oct-27
Quote from: Gary_Leeds on 2011-Oct-26
I have no doubt at all that Kitty will get things running, I just suspect that at the moment he is tied up with advancements in iDevice changes :) . It does look like its tegra 2 related though

I have great faith in Kitty as well. I have to admit though that I am starting to get a bit nervous that Amazon's Tegra-2 based Fire tablet with a HUGE amount of pre-orders is due out in only 2.5 weeks. I'd seriously hate to miss that launch.
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-27
I think I really found it!
I demanded a depth buffer that was not supported by the shitty drivers.

If it works, one problem remains - I can't get the current render-buffer. If SDL would make use if it, there's chances that I will not restore it with SETSCREEN -1... We'll see.

Can you test the attached again, please?

[attachment deleted by admin]
Title: Re: Default speed of android devices
Post by: Gary on 2011-Oct-27
here is the output of the latest test

Code (glbasic) Select

--------- beginning of /dev/log/system
--------- beginning of /dev/log/main
I/glbasic ( 1158): onCreate
I/glbasic ( 1158): Updating media files
I/glbasic ( 1158): assets found, copying...
I/glbasic ( 1158): assets still up to date, proceed to main...
I/glbasic ( 1158): done with updating
I/glbasic ( 1158): external files dir is /data/data/com.glbasic.glbasicenginetes
t/files
I/glbasic ( 1158): external storage /mnt/sdcard/Download
I/glbasic ( 1158): onResume()
I/SDL     ( 1158): pixel format RGB_565
I/SDL     ( 1158): SDL_Android_Init()
I/glbasic ( 1158): timer
I/glbasic ( 1158): rbow
I/glbasic ( 1158): rbow init
I/glbasic ( 1158): SDL_init video
I/glbasic ( 1158): SDL_GetVideoInfo = 800x1232 @ 16 bpp
I/glbasic ( 1158): Setting video mode: 800x1232x16 fl=4800000
I/SDL     ( 1158): [STUB] GL_LoadLibrary
I/SDL     ( 1158): Starting up OpenGL ES 1.1
I/glbasic ( 1158): SDL_SetVideoMode seems to be 1
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(5633) : error OGL1281: A numeric ar
gument is out of range. The offending function is ignored, having no side effect
other than to set the error flag.
I/glbasic ( 1158): get accurate timer - 1st call
I/glbasic ( 1158): flip - 1st call
I/glbasic ( 1158): BGRA ext supported
I/glbasic ( 1158): Texture size limit: 2048
I/glbasic ( 1158): init fbo
I/glbasic ( 1158): 2D VP
I/glbasic ( 1158): OGRB init [OK]
I/glbasic ( 1158): Cptn
I/glbasic ( 1158): Network
I/glbasic ( 1158): Input
I/glbasic ( 1158): Window mode
I/glbasic ( 1158): Create DXin
I/glbasic ( 1158): sdl_grab
I/glbasic ( 1158): reptr
I/glbasic ( 1158): getexe
I/glbasic ( 1158): cd
I/glbasic ( 1158): set cdir to: /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 1158): exepath=curdir= /data/data/com.glbasic.glbasicenginetest
I/glbasic ( 1158): set cdir to: files
I/glbasic ( 1158): Init Finalized
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(281) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1158): depth 24 failed, try 32
I/glbasic ( 1158): depth 32 failed, try 16
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(4511) : error OGL1282: The specifie
d operation is not allowed in the current state. The offending function is ignor
ed, having no side effect other than to set the error flag.
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/OpenGLRainbows.cpp(4755) : error OGL1282: The specifie
d operation is not allowed in the current state. The offending function is ignor
ed, having no side effect other than to set the error flag.
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(281) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1158): glBindRenderbufferExt failed 8cd6
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(281) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1158): depth 24 failed, try 32
I/glbasic ( 1158): depth 32 failed, try 16
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(281) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1158): C:/Users/gf/Documents/SourceCode/frisch/fun/GLBasic/Compiler/
platform/Win32/Bin/Hidden/FBuffers.cpp(281) : error OGL1280: An unacceptable val
ue is specified for an enumerated argument. The offending function is ignored, h
aving no side effect other than to set the error flag.
I/glbasic ( 1158): solid  grab != on screen
I/glbasic ( 1158): polyvec 1,1 != white
I/glbasic ( 1158): Shut down GLB
I/glbasic ( 1158): glb is shut down
I/SDL     ( 1158): [STUB] GL_UnloadLibrary


and attatched is the screen shot, not sure if its what you expected Gernot



[attachment deleted by admin]
Title: Re: Default speed of android devices
Post by: caffeinekid on 2011-Oct-28
Did the newest version of the fix work how it was meant to?!
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Oct-29
Yes. Now only Grabsprite does not work. But CREATESCREEN totally does.
Title: Re: Default speed of android devices
Post by: ampos on 2011-Oct-29
Quote from: Kitty Hello on 2011-Oct-29
Yes. Now only Grabsprite does not work. But CREATESCREEN totally does.

Or should  :nana:
Title: Re: Default speed of android devices
Post by: AlienMenace on 2011-Nov-04
Any news?
Title: Re: Default speed of android devices
Post by: Kitty Hello on 2011-Nov-04
Uh... .yes? The current update fixed the issues. GRABSPRITE might not work, but you can (and should) use CREATESCREEN anyway, because it's a lot faster.
Title: Re: Default speed of android devices
Post by: caffeinekid on 2011-Nov-04
Has someone tested createscreen - and drawing to a created screen on an asus transformer? I still have someone telling me my game doesn't work right. I wish Android wasn't spread so thin across so many very different devices.

I've tried everything I can think of and played with the manifest too but no joy. Maybe I'm doing something wrong but if I am then I don't have a clue what.