WinCE not 3D / 2D fps

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matchy

Generally, WinCE MAKE_3D is not displaying the objects and hasn't for a while.

As for 2D, on my iPaq rx1950 and HTC Touch (Elf) the FPS is full (240x320) but not on the HTC Touch HD (BlackStone 480x800) (20%). Although older compiled versions around the time of PRE glb v8 of win_ce.exe files run at full FPS (240x320) on all devices so there's no problem with the hardware or OS.

Kitty Hello

in the temp folder, post the "ErrorLog.txt" file, please.

matchy

HTC Touch HD: (480x800 2D Test)
Code (glbasic) Select

GlobalInit
setdrawbuf
close screen done
Using GETRAWFRAMEBUFFER
Screen W,H,bpp
480
800
16
Pitch X,Y
2
960
procUndergisterHotKey
66438160
ActivateButtons - end
Delay load DLLs
Init Finalized CE
__EndProgram
Errorline
0
Last line
0
Code
0
call GLB_ON_QUIT
Shut down GLB
file handles
shoebox
del netw
del sfx
shut frmwrk
close screen
setdrawbuf
gxclosedsp
free cbuffer
free zbuffer
close screen done
undo fullscreen
close keyboard
GXCloseInput (if)
procUndergisterHotKey
66438160
ActivateButtons - end
destroy wnd
CALLBYNAME "GLB_ON_PAUSE" *** failed ***

shut frmwrk ok
del frmwrk
glb is shut down
update Desktop
terminate
setdrawbuf
close screen done
GXCloseInput (if)


HD Touch HD (240x320 2D Test):
Code (glbasic) Select

GlobalInit
setdrawbuf
close screen done
Trying GAPI
Using GAPI
Screen W,H,bpp
240
320
16
Pitch X,Y
1
240
procUndergisterHotKey
66438160
ActivateButtons - end
Delay load DLLs
Init Finalized CE
CALLBYNAME "GLB_ON_PAUSE" *** failed ***

CALLBYNAME "GLB_ON_RESUME" *** failed ***

__EndProgram
Errorline
0
Last line
0
Code
0
call GLB_ON_QUIT
Shut down GLB
file handles
shoebox
del netw
del sfx
shut frmwrk
close screen
setdrawbuf
delete Buffer2
free zbuffer
close screen done
undo fullscreen
close keyboard
GXCloseInput (if)
procUndergisterHotKey
66438160
ActivateButtons - end
destroy wnd
CALLBYNAME "GLB_ON_PAUSE" *** failed ***

shut frmwrk ok
del frmwrk
glb is shut down
update Desktop
terminate
setdrawbuf
close screen done
GXCloseInput (if)


iPaz rx9150 (240x320 2D Test):
Code (glbasic) Select

GlobalInit
setdrawbuf
close screen done
Using GETRAWFRAMEBUFFER
Screen W,H,bpp
240
320
16
Pitch X,Y
2
480
procUndergisterHotKey
66530748
ActivateButtons - end
Delay load DLLs
Init Finalized CE
__EndProgram
Errorline
0
Last line
0
Code
0
call GLB_ON_QUIT
Shut down GLB
file handles
shoebox
del netw
del sfx
shut frmwrk
close screen
setdrawbuf
gxclosedsp
free cbuffer
free zbuffer
close screen done
undo fullscreen
close keyboard
GXCloseInput (if)
procUndergisterHotKey
66530748
ActivateButtons - end
destroy wnd
CALLBYNAME "GLB_ON_PAUSE" *** failed ***

shut frmwrk ok
del frmwrk
glb is shut down
update Desktop
terminate
setdrawbuf
close screen done
GXCloseInput (if)


Kitty Hello

all 3 support hardware accelleration. Very strange. The 480x800 has a much higher fill rate. That might be slow.

matchy

Yes but it is only GLB version 8 that 2D is slow of the HD.

3D to work all but doesn't on all devices.

matchy

 :rant: Regardless of the FPS issue, WinCE is still not displaying 3D on any device compile with v10 (as it did before v8) so any update on this?

Test code:
Code (glbasic) Select

// --------------------------------- //
// Project: 3dtest
// Start: Wednesday, September 21, 2011
// IDE Version: 10.113
// Desc: Draw a 2D background with a 3D rotating square.

GLOBAL obj_num = GENX_OBJ()
GLOBAL sprite_num = GENSPRITE()

main()

FUNCTION main:
init()
animate()
ENDFUNCTION

FUNCTION init:
create_sprite(sprite_num)
create_cube(obj_num)
ENDFUNCTION

FUNCTION create_sprite: num
CREATESCREEN num, num, 64, 64
USESCREEN num
DRAWRECT 0, 0, 64, 64, RGB(64, 255, 128)
DRAWRECT 10, 10, 44, 44, RGB(164, 55, 128)
USESCREEN -1
ENDFUNCTION

FUNCTION create_cube: num
LOCAL col = RGB(255, 255, 255)

X_OBJSTART num
X_OBJADDVERTEX -1, -1, 0, 0, 0, col
X_OBJADDVERTEX  1, -1, 0, 1, 0, col
X_OBJADDVERTEX -1,  1, 0, 0, 1, col
X_OBJADDVERTEX  1,  1, 0, 1, 1, col
X_OBJEND
ENDFUNCTION

FUNCTION animate:
WHILE TRUE
draw_scene()
SHOWSCREEN
WEND
ENDFUNCTION

FUNCTION draw_scene:
draw_2d()
draw_3d()
ENDFUNCTION

FUNCTION draw_2d:
X_MAKE2D
DRAWRECT 0, 0, 240, 320, RGB(16, 128, 255)
DRAWRECT 5, 5, 20, 50, RGB(255, 64, 128)
ENDFUNCTION

FUNCTION draw_3d:
LOCAL obj_angle = SIN(GETTIMERALL() / 10) * 180

X_MAKE3D 0.0001, 100, 45
X_CAMERA 0, 1, -10, 0, 0, 0

X_SETTEXTURE sprite_num, -1
X_MOVEMENT 0, 0, 0
X_ROTATION obj_angle, 1, 0, 0
X_DRAWOBJ obj_num, 0
ENDFUNCTION

Kitty Hello

Yeah. It's awesome.
It works on my debug code but not on the real device.
Can you tell me the last-change date of the Editor.exe from the version that still works, please?

Sorry,
-Gernot

matchy

Could someone please search through their archives for *_ce.exe file with 3D running?

I can't find any of my old compiles that have 3D working, so I'm a little unsure when. It's been so long ago that I'm not sure if I am imagining it or not to whether I've have compiled and seen a rotating compiling non-textured white cube. It could be as far back as editor v5 or v6...I really don't know right now.


Kitty Hello

the v9 setup works. I have no idea when it crashed. Maybe with the fix of X_SCREN2WORLD.
The problem is: It works on my debug code on the PC, so it's really hard to track down :(.

matchy

I've just noticed that NETWEBGET and SOCK commands, along with 3D commands crash wince. Could this have something to do with it still thinking it in demo mode?

mentalthink

yes yesterday, I try to make something whit win 6.5, and I have errors compiling in some projects... in my actual game I have some error , tell me something about maths... I try another project whit Com ports, and the game in the phone not runs...

I think this platform not it´s too much important now... at least for me... but sometimes it´s good for make somthing whit the Device... in example, I can´t use the Com ports in another platform except Windows 6.5, and it´s nice for connecting the Bluettoh whit the Arduino...

How I told, for me not it´s a really needed platform... but I preffer this continue in the future...

Regards,