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2007-08-22
, 23:24
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Posts: 729 |
Thanked: 19 times |
Joined on Mar 2007
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#62
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Good grief.
Ok i just solved the onscreen button problem with shifting finger off button before release
now it runs just about perfectly - but the hildon integration and the packaging remain, and that's a pain in the ***.
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2007-09-03
, 02:18
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Posts: 6 |
Thanked: 0 times |
Joined on Jul 2007
@ Aliso Viejo, CA
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#63
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2007-09-06
, 00:40
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Posts: 729 |
Thanked: 19 times |
Joined on Mar 2007
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#64
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2007-10-11
, 09:28
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#65
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2007-11-10
, 19:43
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Posts: 487 |
Thanked: 152 times |
Joined on Aug 2007
@ London, UK
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#66
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2007-11-10
, 20:52
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Posts: 503 |
Thanked: 267 times |
Joined on Jul 2006
@ Helsinki
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#67
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I think currently the largest slowing factor is the RGB->YUY2 conversion I wrote, and if someone had the ability and time to optimize it, the game could probably run considerably better, but I struggled to get it working at all, so I probably won't be doing it any time soon atleast.
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2007-11-11
, 18:22
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#68
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Well, I already commented that in quake2 threadJudging from N800 hardware capabilities, software RGB->YUY2 conversion is just a useless waste of cpu cycles. The only reason to use it is the missing software interface to support this feature (Xv only supports YUV formats). RGB hardware scaler is also exposed through pixel doubling API, but is somewhat more limited as it is restricted to 2x scaling only and does not have tearsync enabled (BTW, xserver patch to force tearsync for pixel doubled screen updates is trivial). What do you think, is it worth submitting a feature request asking for some API for RGB hardware scaling support in maemo bugzilla? Technically there are many ways to achieve that, for example RGB565 color format support could be added to Xv, looks like NVidia already supports 32bpp RGB color formats, so using Xv for RGB formats is not something completely new: http://osdir.com/ml/video.vdr.softde.../msg00022.html).
The only drawback is very slow deployment of these improvements to end users as they will require xserver update and it is only updated with new firmware releases. But without doing anything now, we may just wait forever and be forced to keep using inefficient screen update methods for the games which need low resolution
on this website:
http://sc2.sourceforge.net/downloads.php
the debian contents ae not available no more...
any other links?
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2007-11-13
, 00:30
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#69
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2007-11-13
, 01:28
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Posts: 487 |
Thanked: 152 times |
Joined on Aug 2007
@ London, UK
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#70
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The content links are working fine for me. They are not debian specific, but the .uqm files at the bottom half of the page, atleast the uqm-0.6.0-content.uqm is needed to play the game. Or if you're looking for the N800 debian packages for the game program itself, you can get that from http://www2.lut.fi/~thietan1.
Ok i just solved the onscreen button problem with shifting finger off button before release
now it runs just about perfectly - but the hildon integration and the packaging remain, and that's a pain in the ***.