|
2010-12-13
, 11:06
|
|
Posts: 1,411 |
Thanked: 1,330 times |
Joined on Jan 2010
@ Tatooine
|
#842
|
|
2010-12-13
, 14:31
|
|
Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
|
#843
|
(Blades) what is this error? This game worked with previous preenv version!
Driver crashed too after i tried skip the intro video, worked on previous version too.
PlasmaCannon frozen on loading(?) screen. (yes, i deleted the music file) and worked on previous version too.
You will notice the errors on the this page happened because of this.(gdb or dbg)
here, are you sure this automatic orientation works correctly? maybe manual would be better
You can also try opengles 1.0,for the buffer:
You need to do a simple loop for each pixel, split the RGB components, shift them to the new bit depth ( get these from the DDPIXELFORMAT structure or whatever your API provides, just remember, they may be anything). Now recombine them and you have your 16bit pixel.
|
2010-12-13
, 18:39
|
Posts: 58 |
Thanked: 28 times |
Joined on Nov 2010
|
#844
|
What's the difference between "manual"/"automatic" orientation?
Either way, that code is nearly never used yet as I do not call xrandr and thus orientations are fixed (to PDL_ORIENTATION_270). In the future I might actually use it.
I do not know why you'd do that, but either way, that would kill performance. Also, default is rgb565 already. Anything higher would cause slowdowns on the N900, and I don't see the need for that _unless_ a game tries to do both a rgba8888 surface AND writes directly to it (using gl*Pixels).
I mean what game uses a codec that is not available. Both .ogg (I guess you mean Vorbis) and .m4v (I guess you mean H.264 and AAC on a MP4 container) are available, the former using Palm's libsdl-mixer, and the latter using GStreamer and thus Nokia codecs.
|
2010-12-13
, 20:55
|
|
Posts: 534 |
Thanked: 723 times |
Joined on Oct 2009
|
#845
|
Well, consider using HAWX first. using .m4v video that will get blank in the intro. then use the let's golf that's using .mp4 video and working(consider using MPlayer for this problem.)
|
2010-12-14
, 00:56
|
Posts: 123 |
Thanked: 56 times |
Joined on Jun 2010
@ Portugal
|
#846
|
|
2010-12-14
, 01:01
|
|
Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
|
#847
|
Not as long as guitar hero is out there,because it suffers from both bad scaling and bad graphics.
some games are flexible, but in other hand, some companies force it and in case, a conversion to is really needed.
P.S:Please note that 12 games ae unplayable because of bad scaling/bad buffering, this should be fixed soon
Well, consider using HAWX first. using .m4v video that will get blank in the intro. then use the let's golf that's using .mp4 video and working
|
2010-12-14
, 01:25
|
Posts: 123 |
Thanked: 56 times |
Joined on Jun 2010
@ Portugal
|
#848
|
|
2010-12-14
, 10:27
|
Posts: 58 |
Thanked: 28 times |
Joined on Nov 2010
|
#849
|
Remember: I own only 3 Pre games. Either someone provides more detailed information or I'm not going to be able to fix them.
Two things: a) Are you sure they're not the same codec (because I believe with a 99% certainty that they are...) b) Are you sure it is a codec issue? It could very well be due to the way the game composites video with GL.
Sorry to bother you javispedro but can't you test some other games thant those 3 without buying them (you know what i mean ) just for tests? It is obvious that you are not going to buy all the games (or most of them) just to try to fix them for us.
I'm just asking
Are you suggesting executing mplayer to run some games video? That sounds a bit ridiculous
?
The Following User Says Thank You to aligoodidea For This Useful Post: | ||
|
2010-12-14
, 12:32
|
Posts: 57 |
Thanked: 15 times |
Joined on Apr 2010
|
#850
|
PDL: Init: Service name is com.javispedro.preenv.angrybirds PDL: Main thread created PDL: Application tries to enable gesture area PDL: Application asked for calling path, giving './' PDL: Application asked for calling path, giving './' SDLGL: called sdl_init with flags = 0x100030 X11: PID is 12411 SDLGL: Requested GL major version 1 SDLGL: SDL_GLES initialized (res=0) SDLGL: Ignoring color buffer size SDLGL: Ignoring color buffer size SDLGL: Ignoring color buffer size SDLGL: Requested depth buffer size 0 SDLGL: Application asks for unknown GL attribute 7, value 0 SDLGL: Called SetVideoMode(0, 0, 0, 0x2) SDLGL: Requested OpenGL video mode SDLGL: Asked if video mode 800x480x16 (0x90000000) is ok PDL: Switch orientation to 3 SDLGL: Sending lose focus event ^CPDL: Waiting for main loop thread to die PDL: Main loop thread died SDLGL: Called SDL_Quit
The Following User Says Thank You to 222 For This Useful Post: | ||
static void make_box(struct box *b, const struct point *p1, const struct point *p2)
{
b->x = mini(p1->x, p2->x);
b->y = mini(p1->y, p2->y);
b->w = absi(p1->x - p2->x);
b->h = absi(p1->y - p2->y);
}
static void p_scale(struct point *p)
{
const int ox = p->x, oy = p->y;
switch (s_rotate) {
case PDL_ORIENTATION_0:
p->x = ox * s_scale.x;
p->y = oy * s_scale.y;
break;
case PDL_ORIENTATION_270:
p->x = r_size.w - oy * s_scale.x;
p->y = ox * s_scale.y;
break;
default:
break;
}
}
here, are you sure this automatic orientation works correctly? maybe manual would be better
switch (attr) {
case SDL_GL_CONTEXT_MAJOR_VERSION:
TRACE("Requested GL major version %d", value);
switch (value) {
case 1:
desired_version = SDL_GLES_VERSION_1_1;
return 0;
case 2:
desired_version = SDL_GLES_VERSION_2_0;
return 0;
default:
SDL_SetError("Invalid GLES major version: %d", value);
return -1;
}
break;
case SDL_GL_CONTEXT_MINOR_VERSION:
TRACE("Requested GL minor version %d (ignored)", value);
return 0;
case SDL_GL_RED_SIZE:
case SDL_GL_GREEN_SIZE:
case SDL_GL_BLUE_SIZE:
case SDL_GL_ALPHA_SIZE:
TRACE("Ignoring color buffer size");
You can also try opengles 1.0,for the buffer:
You need to do a simple loop for each pixel, split the RGB components, shift them to the new bit depth ( get these from the DDPIXELFORMAT structure or whatever your API provides, just remember, they may be anything). Now recombine them and you have your 16bit pixel.
png_ptr, info_ptr,
# toWidth, toHeight,
# 8, PNG_COLOR_TYPE_RGB,
# PNG_INTERLACE_NONE,
# PNG_COMPRESSION_TYPE_DEFAULT,
# PNG_FILTER_TYPE_DEFAULT
# );
# png_write_info( png_ptr, info_ptr );
#
# // Prepare to handle the input data
# switch( fromFormat )
# {
# case BGR16 : {
# // Set up the bit shifts
# png_color_8 sig_bit;
# sig_bit.red = 5;
# sig_bit.green = 6;
# sig_bit.blue = 5;
# png_set_shift( png_ptr, &sig_bit );
# break;
# }
#
# case BGRA16 : {
# // Set up the bit shifts and strip the alpha
# png_color_8 sig_bit;
# sig_bit.red = 5;
# sig_bit.green = 5;
# sig_bit.blue = 5;
# sig_bit.alpha = 1;
# png_set_shift( png_ptr, &sig_bit );
# png_set_filler( png_ptr, 0, PNG_FILLER_AFTER );
# break;
# }
#
# case BGR24: break; // No conversion necessary
#
# case BGRA32: {
# // Strip the alpha
# png_set_filler( png_ptr, 0, PNG_FILLER_AFTER );
# break;
# }
# }
#
# // Swap B and R
# png_set_bgr( png_ptr );
Last edited by aligoodidea; 2010-12-13 at 09:05.