iPad slow 3D Speed

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Qube

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  :'(

Slydog

I wonder if using the iXors3D wrapper would speed things up any?
I assume it handles the OpenGL ES code, so it should be well polished.
Although iXors3D isn't free I don't think.

Or, if somebody has the skills, they could create a GLBasic project that calls OpenGL directly, bypassing GLBasic's commands.
Try spinning 70 cubes that way on the iPad.
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

bigsofty

Maybe some OpenGLEs 2.0 could be added to the iPad 3D engine to give it a boost?

IXors is very fast but I have yet to try it on the iPad only the iPod so far.

Cheers,


Ian
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

Qube

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).

Slydog

iXors3D is for iPhone only, so it wont run on Windows, but Xors3D will.

So, when wrappers are finished for both, you may be able to create another wrapper that wraps both of the iXors3D and Xors3D wrappers together that detects what platform you are running / compiling on, and calls the appropriate library.

But since the libraries don't have the exact same features (and maybe even the calls may differ) you would have to program to the lowest common denominator to ensure your calls work on both platforms.
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]