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Thread: TBGL Sprites - Please test this

  1. #11

    Re: TBGL Sprites - Please test this

    I ran the test.
    The title bar framerate is 7500 but fraps gives me '9999'

    I scaled the image to my fullscreen (1600x1200) and got:
    titlebar gives me '2700' and fraps gives me '7800'.
    I trust fraps.
    If the sprites were supossed to be masked or alphablended, i didnt see it.


  2. #12
    Super Moderator Petr Schreiber's Avatar
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    Re: TBGL Sprites - Please test this

    Hi MouseTrap,

    I was afraid what GTX monster will give
    It is possible Fraps uses less precise measurement of FPS with 9999 set as "temporary limit".

    Regarding alpha masking - as was said earlier, it is not enabled in this demo.

    Mike! Mike! Mike! ( Clease ). How could you beat my new GeForce 9 with your GeForce 6 ... before I go to cry in corner, I will just say it seems investing money in high end seems to be good step after all


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  3. #13
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    Re: TBGL Sprites - Please test this

    Here is my proof and I wont ask to many question but are you just doing BB collision or is a collision mask/map involved.

    I used PEid and did a search for strings on the .dll, a tool no respectable programmer should be without.

    take thincore.dll its protected with ACProtect 1.3x - 1.4x DLL -> Risco Software Inc. *
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  4. #14

    Re: TBGL Sprites - Please test this

    So far there is BB2BB, BB2Circle and Circle2Circle collision detection. The BBox is a rotated one. Thanks to Petr for that part of the code. If anyone has resources for a mask kind of collision detection in Opengl, then let me know. that is what I would like to implement too but don't know how.


  5. #15

    Re: TBGL Sprites - Please test this

    It is possible Fraps uses less precise measurement of FPS with 9999 set as "temporary limit".
    Fraps is very accurate, but it uses a short moving average for blending.

    I tried another test with my 2d renderer.
    opengl on an empty scene gives me 9999
    directX7 on an empty scene gives me around 3500
    in the opengl scene i progressively add in primitive drawing calls until the framerate starts breaking below 9999.
    I think its correct.
    I tried to test with my own framerate function but i guess tb doesnt have a milliseconds type function.

  6. #16
    thinBasic author ErosOlmi's Avatar
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    Re: TBGL Sprites - Please test this

    Quote Originally Posted by MouseTrap
    I tried to test with my own framerate function but i guess tb doesnt have a milliseconds type function.
    For Milliseconds: GetTickCount
    For Microseconds: HiResTimer_Init, HiResTimer_Get, HiResTimer_Delta
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  7. #17

    Re: TBGL Sprites - Please test this

    Thanks!
    i couldn't find it because searching for milliseconds in the docs return no results although its in the description.

  8. #18
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    Re: TBGL Sprites - Please test this

    Quote Originally Posted by Michael Hartlef
    So far there is BB2BB, BB2Circle and Circle2Circle collision detection. The BBox is a rotated one. Thanks to Petr for that part of the code. If anyone has resources for a mask kind of collision detection in Opengl, then let me know. that is what I would like to implement too but don't know how.
    Nice work.

    I was thinking back to my amiga days and the blitter chip could take data from more than one source and do logical operations and then return a flag if the the data overlapped (if my brain remembers correctly), Opengl does have a logical function but I dont think it works in the same way.
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  9. #19

    Re: TBGL Sprites - Please test this

    It works fine in Vista here, I was getting around 405 FPS from my Intel card.
    Operating System: Windows 10 Home 64-bit
    CPU: Intel Celeron N4000 CPU @ 1.10GHz
    Memory: 4.00GB RAM
    Graphics: Intel UHD Graphics 600

  10. #20
    Super Moderator Petr Schreiber's Avatar
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    Re: TBGL Sprites - Please test this

    MichaelClease,

    I heard some people use this approach in OpenGL via simplified masks and blending.
    Maybe each pixel in sprite could be internally represented as little square, so we could do some early test first and then test square2square... we will see, thanks for bringing the logical op idea!

    MouseTrap - millisecond precision is not enough for measuring FPS - take your 7500 fps:
    1 second / 7500 fps = 0.00013333 seconds.

    HiResTimer is our best friend


    Petr

    P.S. Matthew, I think 405 fps is very good for Intel card
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