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Posts: 8 | Thanked: 23 times | Joined on Jun 2009
#7
Originally Posted by javispedro View Post
Pretty nice. I was thinking of porting TinyGL... I ported it to PalmOS a year ago and got 4-5 glxgears fps on a Palm T|X and nearly 10 fps on GarnetVM (next to nothing).
As a matter of fact I tried porting the routines in the rasterisation backend of kgraphics to PalmOS some years ago (they were originally coded for the Pentium I back in 1997). The performance I got on a dragonball-based machine (T|W) was dysmal, but I got some better results on a arm-based Treo 650 (12fps rendering a flat shaded mesh with 1200 polys at 320x320). From what I could read on TinyGL, it uses floating point, which is not supported natively on the arm models used by palm, hence the low performance. Probably a build on the N810 should fare much better, as FP is supported and practically as fast as fixed point arithmetic.

Just out of curiosity, would you happen to know how to produce a PACE dynamic library for PalmOS? I tried using the Garnet SDK distributed by Access but I could only do 68K dl's. I've to add the code to the executable, thus I never though about releasing it...

Thanks

da Monkey

Last edited by mattdamonkey; 2009-06-21 at 22:50.