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Posts: 5,028 | Thanked: 8,613 times | Joined on Mar 2011
#31
I guess performance wasn't great, but thats not the point - I'm as much impressed. Any special tweaks were required? I would like to try it myself.

BTW, where the hell have you got ARM build?

/Estel
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Posts: 189 | Thanked: 171 times | Joined on Jul 2011
#32
Originally Posted by Estel View Post
I guess performance wasn't great, but thats not the point - I'm as much impressed. Any special tweaks were required? I would like to try it myself.

BTW, where the hell have you got ARM build?

/Estel
I was impressed with the fact that it rendered completely accurately (appart from the typical star wars scrolling 3d text pre-mission it just slid upwards but didn't disappear from its previous position creating a 'smudged' effect ).

Well I have some problems, mainly I can only set the quality level to Very High (even if I explicitly tell it to load the low file, got about 0.5fps), have to run it windowed and have no keyboard input... so yeah, requires fixing :P

I cloned this guy's git: https://github.com/xLAva/JediAcademyLinux
He has a linux port from JA, though it is only x86 and not great quality code with some hacks in place; he has however improved widescreen support, which I thought was important.

I had to port a couple of lines of ASM to c++ and play with some ifdef preprocessor macros to get it to choose 'unoptimized' c++ functions in favour of ASM. I also had to remove a couple of special fx (though honestly I haven't perceived the difference) plus a few cmake fixes and fix-along-as-compilation-errors-out procedure, might provide a patch once I iron out more errors and optimize the experience . oh and remove some x11 desktop code in favor of xrandr... but it works fine (sort of)
 

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#33
There's a full (and fast) GL ES / ARM NEON port for Jedi Knight Academy with source code on the Pandora forums.

http://boards.openpandora.org/index....3-jedi-academy

Last edited by lunixbochs; 2013-09-23 at 22:58.
 

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Estel's Avatar
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#34
Now install Movie Batlles (modification to jedi academy multiplayer) on top of it, and if it works on playable state, you're guaranteed to end up in every multiplayer gaming/tech gadgets blog in the net.

After all, why not? It is Q3 engine, afterwards, and Q3 itself worked well on N900.

/Estel
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#35
Originally Posted by Android_808 View Post
blender? really? can you really imagine trying to use those menus? bragging only good if you can actually use it.

i was thinking more like porting of gl renderers for emulators, acceleration in app rendering, webgl, classic games (foobilliard, as suggested, if it runs ok would be cool), engines like irrlicht to help with new games.....
I spent half a year working in blender with my main device being a cheap laptop with a 200 mHz processor, 340 MB RAM, and a rather terrible graphics card; sure, it was terrible at rendering things, but decent enough for general blender as long as you did everything with keyboard shortcuts. Seeing as the N900 has a keyboard, I imagine it would work reasonably well.
 

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#36
Originally Posted by lunixbochs View Post
There's a full (and fast) GL ES / ARM NEON port for Jedi Knight Academy with source code on the Pandora forums.
Thank you!! To be honest my intention was never to create a port to distribute and perfect but rather to test this library and, in turn, further my knowledge

That being said the port looks great, will look into it, thanks
 

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#37
Originally Posted by lunixbochs View Post
There's a full (and fast) GL ES / ARM NEON port for Jedi Knight Academy with source code on the Pandora forums.
That is sadly an exception to the rule, at least I couldn't find pandora src repo and most GNU licensed ports somehow skip the: share, part. Would you guys jump on GTA04 board upgrade by any chance?(sorry for OT but if moko and maemo finally joined up ranks, openpandora has some great coders, kudos to you lunixbochs)
 

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Posts: 1,348 | Thanked: 1,863 times | Joined on Jan 2009 @ fr/35/rennes
#38
FYI, it does build on harmattan too

https://github.com/harmattan/glshim

Will have to test it on device , I can release debs anyway just ask

https://openrepos.net/content/rzr/libglshim
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Last edited by www.rzr.online.fr; 2014-06-22 at 08:49.
 

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#39
Originally Posted by lunixbochs View Post
There's a full (and fast) GL ES / ARM NEON port for Jedi Knight Academy with source code on the Pandora forums.
Thanks for pointing (even it is offtopic)

There is Jedi Academy on pandora-forum (including links to the source code): http://boards.openpandora.org/index....-jedi-academy/
I have discussing there how to get it running properly on N900. I will announce it on on maemo-talk as soon there are something to play. And using it's NEON support needs gcc-4.8 (http://talk.maemo.org/showthread.php?t=90542). So it won't be in extras-devel (in a long time).
 

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#40
I pushed new version (0.1-maemo4) of libglshim to the extras-devel.
It should show: libGL: built on Jan 23 2014 19:12:17
[EDIT] I have tested valyriatear, armagetronad and bloboats.

There were couple of commits on upstream from last autumn, not in Maemo's version. Main reason is there were one dependency missing on package.

Last edited by AapoRantalainen; 2014-01-24 at 05:48.
 

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