:::..:::::::...pixels.:.::::.

Hi,

i’ve played a bit around with the pixles (Jaja Knallbonbonfarben)… http://spielwiese.marune.de/_uni/index.html

No this fast for realtime… :O/

Calculations could be optimized but i don’t see how to get this faster than by a factor of 2.

Regards,

taumel

Runs pretty smooth for me - 13 fps on G4 1.25/Radeon Mobility 9600/64, with a bunch of other apps hogging CPU.

20fps on my mini but doubling the texturesize is a slowdown…

50fps windowed, ~100fps fullscreen on macbook pro. If that is a bunch of SetPixel calls, then yes, the calls themselves will most likely be the bottleneck. Maybe it makes sense to add something like SetPixels where you’d pass a whole width*height array. Should speed up those things quite a bit.

62-64 in windowed and 65-67 in full
geforce 7800gt
pentium d 3GHz X 3GHz
1gb ram

45fps window : 55fps fullscreen

P4 3.16 (laptop)
Nvidia FX Go5600

I die a little when I see this :cry: . On powerbook 1.67 GHz with an ATI 9700 (128mb) I get 15-25fps windowed and 20-30fps fullscreen.

i get 50fps windowed and 50-60fps fullscreen at 1680x1050 rez on a 2x2.3 G5 and ATI X800XT 256mb card.

nice btw. :wink:

Apparently it’s all about the Core Duo. Even though my MacBook has crap instead of a graphics card, I get 50fps in the web player.

that’s great to know… thinking of selling my 17in powerbook to get a MacBook.

cheers.

This is most likely saying that the demo is cpu bound rather than gfx card bound. Probably due to the scads of SetPixel calls. And the MacBooks and Mac Minis do have decent cpus in 'em.

-Jon

50 fps fullscreen and Windowed on G5.
Very cool btw,Like lava
AC

constant 50 fps windowed

MBP 1.83, 1gb ram

BTW, 16FPS on MacBookPro + Vista RC2, without OpenGL drivers (i.e. software rendering). ATI does not have GL drivers for Vista yet :frowning:

Too much switching between languages: How do i convert a float to int and vise versa in unity javascript again?

Did a little update to it in order for the show-off users with their dandy systems. ;O)

n cycles through some simple effects
m switches the texture resolution

http://spielwiese.marune.de/_uni/index.html

@aras
How do i delete/release a texture again?

It would be nice to have some more commands like:

a) A fill command which can fill a rectangle area (x1,y1,x2,y2) with a given colour (ARGB).
b) A copy command with which you can copy from one area/texture to another area/texture.
c) What’s exactly happening with the commands? Can i access the textures in the VRAM directly?

https://support.ati.com/ics/support/default.asp?deptID=898&task=knowledge&folderID=4353

Back to work,

taumel

Just like any other object: Destroy(myTexture)

Right now SetPixel updates pixels in system memory copy; GetPixel reads from system memory copy. Apply() uploads the texture to the graphics card (glTexSubImage*).

That is generally not possible. VRAM is not mapped to process address space, so you can’t “just write” to it. In OpenGL textures are modified using glTexSubImage* calls.

var p : int = 1.5;

@Aras
Ah okay, i dunno what’s included in this driver. I’ve just stumbled over the note some days ago…

@Joachim
No, i meant something like erg=6/float(10);

I agree… It must be tied with cpu and/or memory bus.