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Messages - Qube

#106
Crash confirmed on 9.021  >:D
#107
I have GLBasic v9.x (the latest version) successfully working in CrossOver Professional 10  :good:

Well, I say successfully but I can't get it to compile for iOS as it comes up saying the iPhone is depreciated or something like that. However, it works great enough to develop on. It has very good 2D & 3D speed too. When I have more time I'll have a look deeper into whats going on with iOS compile, but it may be something that can not be fixed. No big issue though as I can always fire up Parallels when I want to compile for iOS.

Anyhow.. How did I get it to work? (to this stage). Something around these lines (might not need all of them though).... Create an empty XP Bottle, install (all into the one bottle, not new ones) - core fonts, MS C++ redistributable 2005 and 2008 & IE 7 (all available from the software list). Then lastly I installed GLBasic. I did have to choose the location of where it stores it's documents pretty quickly as for some reason that window kept shutting off (the choosing of a folder on the first run of GLB).

I then made a couple of adjustments to GLB and the Bottle to get rid of the damn ugly fonts it (CrossOver / Wine) uses by default. All in all, quite impressed with CrossOver 10 and GLBasic for what I need at the moment as it means I don't always need the extra OS layer via parallels.
#108
Off Topic / Re: Birthday
2011-Feb-14
Hope I'm not too late, but  :enc:HAPPY BIRTHDAY   :enc:
#109
Flicker confirmed as above in the latest version 9.006
#110
Hi,

When apps run in windowed mode the keyboard functions as normal (e.g. ESC to exit program). however, in fullscreen mode, the ESC key and any key presses are not registered.

All worked perfect before :)

Test environment : Windows XP (via Parallels on OSX) with DirectX 9.0c

#111
As you are filling the entire iPhone screen with graphics each frame then the default action after SHOWSCREEN (to clear the backbuffer) is not needed, so to gain a few FPS, place the command CLEARSCREEN -1 after your LIMITFPS command.
#112
Can you use iXors3D via GLB while developing in Windows? or do you have to keep transferring compiles to OSX for compiling and testing on the iPad as that would be one hell of a long process all the time, lol.

I wouldn't mind purchasing a license for both Xors3D and iXors3D providing I can develop and test directly from GLB and do iPad compiles as and when (like you can in GLB by itself with it's native engine).
#113
I've tried everything I can think of and nothing I do gains any real speed +/- a couple of FPS.

So far using three spinning cubes based on my example in this thread and with x_print for the FPS instead I've switched around portrait, landscape, no x_print, cull modes, smoothing, normals, no lights or ambient lights, shorter / longer camera and 3D ranges.

It's so frustrating that the iPhone side is flying along, yet the iPad side is really dragging it's heals :S - The 2D side zooms along happily so it's confusing as to why the 3D doesn't.  I understand that you say it's the exact same code as the iPhone and that you don't have the time at the moment to look properly at it, we're all busy busy :)

Never mind, twas real good fun using GLB up to this point but I guess I'll have to find something else for 3D projects  :'(
#114
Quote from: matchy on 2011-Jan-05
Qube. That's not the only thing. Perform your own test data as that test was for ampos and stopping pointing out the obvious.
Yes, we know the iPad 3D is slow but help in debugging and troubleshooting. You have no "case" when no-one has release 60fps GLB iPad app so stop sounding like you are right.

How much more evidence do you need? I'm not out to dis GLB, I love it but there is something wrong with the 3D side on the iPad, it is shockingly slow. Prove me wrong. I've already posted two examples but if it'll please you I'll begrudegly spend more time doing more examples.  :( - you yourself posted that the iPhone can do 70 cubes at 60fps yet attack me for quoting it. Please be adult about this, it needs sorting.

Ok, to help in bugging the iPad issue then today I'll do some more examples which show there is a problem with the iPad 3D speed.
#115
Quote from: matchy on 2011-Jan-04
60fps on iPod Touch 2G with 70 cubes.

I rest my case  =D

GLB works really well in 3D on the iPhone but crawls on the iPad. It is not a limitation of the iPad as you can see many examples in the appstore of 3D iPad games running at good frame rates. Have you tried a skybox on the iPad, instant FPS death :o

Something is wrong with GLB, iPad and 3D.
#116
Quote from: Kitty Hello on 2011-Jan-04
Are you using the very latest SDK from Apple? There was a great speed boost with that.

Yes, very latest of all things :) - No problems with the 2D side of things, that's fast, but the 3D side is slow  :'(
#117
1 cube at 57fps, 12 cubes at 44fps - Lets be honest here, that is a pitiful amount of polygons for it to be running at 44fps. Compile the same thing for the iPhone and you'll easily get 60fps with plenty of room to spare. In my own tests I can easily get 10k+ polygons at 60fps on the iPhone 3GS and thats without trying to find what the limit is.

Fact is, using GLB on the iPad for 3D is unusable as it struggles with even a few cubes whereas the SAME thing works perfect on the iPhone even 10, 20 times the amount.

Something is not right here. Fact is, 1 cube appears to be the limit with GLB and iPad in 3D before frame rate starts to drop. No matter how you work it, that's not right, is it?
#118
I've posted this in the bug reports forum as this proves that when it comes to 3D speed on the iPhone / iPad, the iPad is dropping to almost half it's frame rate.

Tested with latest iOS + XCode + GLB versions.

The simple one spinning cube below works at 60FPS on iPhone & iPhone mode on the iPad but when compiled for iPad alone the frame rate drops to a mere 35FPS.

Code (glbasic) Select

SETSCREEN 1024, 768, 1
LIMITFPS 60

GLOBAL colWhite =RGB(255,255,255)

X_AUTONORMALS 1

CreateCube(1, 3, colWhite)

LOCAL angle#
LOCAL timeThen% = GETTIMERALL()
LOCAL timeNow%  = GETTIMERALL()
LOCAL FPSCounter%
LOCAL FPS%


WHILE TRUE
timeNow = GETTIMERALL()
IF timeNow >= timeThen + 1000
FPS = FPSCounter
timeThen = timeNow
FPSCounter = 0
ENDIF

X_MAKE3D 1, 40, 65
X_CAMERA 0, 0, 0, 0, 0, 40
X_CULLMODE 1
X_SPOT_LT 1, colWhite, 0, 0, 0, 0, 0, 40, 50

X_MOVEMENT 0, 0, 17
X_SCALING 1, 1, 1
X_ROTATION angle, -1, 0, -1
X_DRAWOBJ 1,  0

X_MAKE2D
PRINT FPS, 0,0

INC angle
INC FPSCounter

SHOWSCREEN
WEND

FUNCTION CreateCube: num, size, col
X_OBJSTART num
// Front Face
X_OBJADDVERTEX  size, -size,  size, 1, 0, col
X_OBJADDVERTEX -size, -size,  size, 0, 0, col
X_OBJADDVERTEX  size,  size,  size, 1, 1, col
X_OBJADDVERTEX -size,  size,  size, 0, 1, col
X_OBJNEWGROUP
// Back Face
X_OBJADDVERTEX -size,  size, -size, 1, 1, col
X_OBJADDVERTEX -size, -size, -size, 1, 0, col
X_OBJADDVERTEX  size,  size, -size, 0, 1, col
X_OBJADDVERTEX  size, -size, -size, 0, 0, col
X_OBJNEWGROUP
// Top Face
X_OBJADDVERTEX -size,  size,  size, 0, 0, col
X_OBJADDVERTEX -size,  size, -size, 0, 1, col
X_OBJADDVERTEX  size,  size,  size, 1, 0, col
X_OBJADDVERTEX  size,  size, -size, 1, 1, col
X_OBJNEWGROUP
// Bottom Face
X_OBJADDVERTEX  size, -size, -size, 0, 1, col
X_OBJADDVERTEX -size, -size, -size, 1, 1, col
X_OBJADDVERTEX  size, -size,  size, 0, 0, col
X_OBJADDVERTEX -size, -size,  size, 1, 0, col
X_OBJNEWGROUP
// Right face
X_OBJADDVERTEX  size,  size, -size, 1, 1, col
X_OBJADDVERTEX  size, -size, -size, 1, 0, col
X_OBJADDVERTEX  size,  size,  size, 0, 1, col
X_OBJADDVERTEX  size, -size,  size, 0, 0, col
X_OBJNEWGROUP
// Left Face
X_OBJADDVERTEX -size, -size,  size, 1, 0, col
X_OBJADDVERTEX -size, -size, -size, 0, 0, col
X_OBJADDVERTEX -size,  size,  size, 1, 1, col
X_OBJADDVERTEX -size,  size, -size, 0, 1, col
X_OBJNEWGROUP
X_OBJEND

ENDFUNCTION
#119
Tested with latest iOS + XCode + GLB versions.

The simple one spinning cube below works at 60FPS on iPhone & iPhone mode on the iPad but when compiled for iPad alone the frame rate drops to a mere 35FPS.

Code (glbasic) Select

SETSCREEN 1024, 768, 1
LIMITFPS 60

GLOBAL colWhite =RGB(255,255,255)

X_AUTONORMALS 1

CreateCube(1, 3, colWhite)

LOCAL angle#
LOCAL timeThen% = GETTIMERALL()
LOCAL timeNow%  = GETTIMERALL()
LOCAL FPSCounter%
LOCAL FPS%


WHILE TRUE
timeNow = GETTIMERALL()
IF timeNow >= timeThen + 1000
FPS = FPSCounter
timeThen = timeNow
FPSCounter = 0
ENDIF

X_MAKE3D 1, 40, 65
X_CAMERA 0, 0, 0, 0, 0, 40
X_CULLMODE 1
X_SPOT_LT 1, colWhite, 0, 0, 0, 0, 0, 40, 50

X_MOVEMENT 0, 0, 17
X_SCALING 1, 1, 1
X_ROTATION angle, -1, 0, -1
X_DRAWOBJ 1,  0

X_MAKE2D
PRINT FPS, 0,0

INC angle
INC FPSCounter

SHOWSCREEN
WEND

FUNCTION CreateCube: num, size, col
X_OBJSTART num
// Front Face
X_OBJADDVERTEX  size, -size,  size, 1, 0, col
X_OBJADDVERTEX -size, -size,  size, 0, 0, col
X_OBJADDVERTEX  size,  size,  size, 1, 1, col
X_OBJADDVERTEX -size,  size,  size, 0, 1, col
X_OBJNEWGROUP
// Back Face
X_OBJADDVERTEX -size,  size, -size, 1, 1, col
X_OBJADDVERTEX -size, -size, -size, 1, 0, col
X_OBJADDVERTEX  size,  size, -size, 0, 1, col
X_OBJADDVERTEX  size, -size, -size, 0, 0, col
X_OBJNEWGROUP
// Top Face
X_OBJADDVERTEX -size,  size,  size, 0, 0, col
X_OBJADDVERTEX -size,  size, -size, 0, 1, col
X_OBJADDVERTEX  size,  size,  size, 1, 0, col
X_OBJADDVERTEX  size,  size, -size, 1, 1, col
X_OBJNEWGROUP
// Bottom Face
X_OBJADDVERTEX  size, -size, -size, 0, 1, col
X_OBJADDVERTEX -size, -size, -size, 1, 1, col
X_OBJADDVERTEX  size, -size,  size, 0, 0, col
X_OBJADDVERTEX -size, -size,  size, 1, 0, col
X_OBJNEWGROUP
// Right face
X_OBJADDVERTEX  size,  size, -size, 1, 1, col
X_OBJADDVERTEX  size, -size, -size, 1, 0, col
X_OBJADDVERTEX  size,  size,  size, 0, 1, col
X_OBJADDVERTEX  size, -size,  size, 0, 0, col
X_OBJNEWGROUP
// Left Face
X_OBJADDVERTEX -size, -size,  size, 1, 0, col
X_OBJADDVERTEX -size, -size, -size, 0, 0, col
X_OBJADDVERTEX -size,  size,  size, 1, 1, col
X_OBJADDVERTEX -size,  size, -size, 0, 1, col
X_OBJNEWGROUP
X_OBJEND

ENDFUNCTION
#120
I think the best course if action here will be to do a super simple 3D sample for iPhone and iPad (no textures or anything) to show the vast difference and post the results as an iPad bug in the bugs report forum.

Must get the iPad 3d side sorted out  :'(