OpenGL 2.0? Please explain me... - HD2 Windows Mobile 6.5 ROM Development

Hello to everybody. I read some articles about windows games and I found that, in some cases, a lot of people claim that HD2 is not built with OpenGL 2.0 inside, but only 1.1
Since I am not an expert or a developer, could someone explain me the differences between the two different library? I mean, I know that 2.0 is for sure better than 1.1, but are there drivers, programs or software to install? Are they "in-built" inside the chipset?
If not, how to test if HD2 is capable to run OpenGL 2.0?
Thanks a lot to everybody

Hi
http://www.southend.se/games/electopia/index.php
Its an OpenGL2.0 game that perfectly runs on Leo, that means Leo HAS Opengl 2.0 support.

yeah there's quite a lot of FUD spread around about the HD2..
It does seem sometimes as if it's deliberate attacks against it.
HD2 does support GL 2 ( I think more specifically openGL ES 2.0)
there is now an openGL 3.2
http://www.khronos.org/ for some reading
To be honest I find openVG more intriguing as it has more potential for day to day use..

maybe we dont trust htc anymore

Related

Slowest device ever?

Hey guys!
I just wrote a little OpenGL ES application for my HD2 (just renderings ome quads). And guess what: it runs MUCH slower than any other HTC device I had.
The framerate is < 1. Even the MS Device emulator runs faster!
How's that possible? I thought the HD2 was super fast (according to several benchmarks I saw).
Is there some scret registry hack? A magic driver?
WTF! This can't be true....
must be wm 6.5
IT must be wm 6.5 certainly. are all your others on 6.5 too?
No, they are WM 6.1.
So: does WM6.5 suck up all the computational power? I don't hope so
Are there any tweaks neccessary to make OpenGL ES run smoothly under WM6.5?
Okay, just realized I posted to the totally wrong forum. Sorry!
Please close this one.
VanKurt said:
Hey guys!
I just wrote a little OpenGL ES application for my HD2 (just renderings ome quads). And guess what: it runs MUCH slower than any other HTC device I had.
The framerate is < 1. Even the MS Device emulator runs faster!
How's that possible? I thought the HD2 was super fast (according to several benchmarks I saw).
Is there some scret registry hack? A magic driver?
WTF! This can't be true....
Click to expand...
Click to collapse
can i hv that App? need to try it on mine and will let u no...
According to several posts on the application section it only seems to have drivers for OpenGL ES 2.0, did you write it in OpenGL ES 1.1? That might explain the slowness (which in my view is a big no-go... how could HTC do that to this device... omg).
You might aswell want to read this topic about improving the performance (NeoS2007 at the driver developing again):
http://forum.xda-developers.com/showthread.php?t=584966
This is the Developmental forum, please refrain from creating a thread here unless the thread meant to actually develop something. Read the forum rules, it's clearly stated in there.

Slowest device ever???

Hey guys!
I just wrote a little OpenGL ES application for my HD2 (just renderings ome quads). And guess what: it runs MUCH slower than any other HTC device I had.
The framerate is < 1. Even the MS Device emulator runs faster!
How's that possible? I thought the HD2 was super fast (according to several benchmarks I saw).
Is there some scret registry hack? A magic driver?
WTF! This can't be true....
VanKurt said:
Hey guys!
I just wrote a little OpenGL ES application for my HD2 (just renderings ome quads). And guess what: it runs MUCH slower than any other HTC device I had.
The framerate is < 1. Even the MS Device emulator runs faster!
How's that possible? I thought the HD2 was super fast (according to several benchmarks I saw).
Is there some scret registry hack? A magic driver?
WTF! This can't be true....
Click to expand...
Click to collapse
That's weird!!! Look to this video which compares the HD2 with the HD in a OpenGL stress test. HD2 behaves very very good.
Yeah, that's weird
I just tested it again: the same application on my Diamond 2 (WM6.1) and the HD2 (Wm6.5). On the D2 it runs smooth as hell, on the HD2 it gets around 0.5 FPS.
OpenGL test
How well does your app run on other devices?
VanKurt said:
Hey guys!
I just wrote a little OpenGL ES application for my HD2 (just renderings ome quads). And guess what: it runs MUCH slower than any other HTC device I had.
The framerate is < 1. Even the MS Device emulator runs faster!
How's that possible? I thought the HD2 was super fast (according to several benchmarks I saw).
Is there some scret registry hack? A magic driver?
WTF! This can't be true....
Click to expand...
Click to collapse
As far as I know, fine.
For example the hdBoobs app from this forum: works fine for most people, doesn't work fine on any HD2
OpenGL ES 1.x? or 2.0?
Friend, not all devices are created equally The HD2 has issues with OpenGL ES 1.x, seems it isn't "backwards-compatible", so use 2.0 to see the true capabilities of the SnapDragon!!
Okay, thanks for the hint
So far I was using the C# Wrapper found here:
http://www.koushikdutta.com/2008/08/net-compact-framework-wrapper-for.html
So I guess this one uses OpenGL ES 1.0? Then a maybe stupid question: How can I use OpenGL ES 2.0 with C#? Is there another Wrapper for this?
Thanks a lot!
Whats your ROM version? most games seem fine on the one in my sig, can you post the app your testing?
Try this silly thing
http://forum.xda-developers.com/showthread.php?t=526911
Ahh was going to comment in your thread about that lol
The loading screen loads up and flys off the top of the screen on my device but no boobs lol just a blank screen??

Best ROM for SNESOID / EMulation

I know this is asking for opinions on what roms are the best... however, I have used several different ones, be it 1.5 / 1.6 or even 2.0+ .. I'm wanting to find out if there are any other big emulator gamers (for SNES / NES / GBA) that have found something that has the basics for the phone but primarily focus on the 3D/2D graphics of the phone.
Currently im using the CE 1.2 update (Eclair 2.0) and I'm still noticing a few hitches every now and then and sound lag when playing Snesoid (paid version).
Thanks for any info if possible.
Curse my love for SNES and Chrono Trigger =/
I'm using CM4.2.15 and it's fine. Couple of little glitches as it starts but it's fine after that.
Graphics performance is all but irrelevant to a SNES emulator.. it depends on CPU power. Just steer clear of Eclair roms until they have fully functional GL drivers.
JIT might help? Link in my sig for how to enable JIT.
Thanks for the replies, I'll try and give JIT a go... I hear JIT rocks the box for CE 1.2 ...
However, I'm a little hesitant to use it since I haven't done enough research on all what it can do.
I'll give JIT a go the next day work is slow
SuperD for me, I have snesoid, gameboid & gensoid all all three run like a charm.
Just wish I could kick this damn annoying Donkey Kong addiction I have!
Kainzo said:
Thanks for the replies, I'll try and give JIT a go... I hear JIT rocks the box for CE 1.2 ...
However, I'm a little hesitant to use it since I haven't done enough research on all what it can do.
I'll give JIT a go the next day work is slow
Click to expand...
Click to collapse
JIT is reversible, so don't worry about having to reflash and whatnot.
I have JIT enabled now, I'm not noticing any improvement on the SNESoid itself, though the phone does respond faster.
I may try out Super D and see if the smoothness will work with the ROM... it feels like the phone is hitting a hardware limit not necessarily software enforced.
When there are several things going on in the screen, ie a lot of moving pixels / characters, it hitches up pretty bad and the sound itself goes crazy / lags.
Will the 10mb ram hack decrease the performance of SNESOID / Emulators? I know this might be a basic question but I'm interested to know..
It won't slow down your experience. It might even enhance it a little bit.

[DEV IDEA] Fixing Android 2.3 SDK Build Lag - OpenGL to blame?

Just thought of something.
Since we have all the working 2.2 builds that use the right drivers, I'm pretty sure the Android 2.3 gingerbread "lag" is not the SDK build itself - I think it's the OpenGL files (that run SurfaceFlinger/UI?) that are set in "framebuffer" emulation mode (due to the ROM being intended for use in the SDK Emulator), which is using the GUI to render all the elements, not the GPU Hardware. In theory, if we used the 2.2 OpenGL Libraries, we should have better performance as they'd be using the GPU hardware.
Sidenote: the HD2 actually has a AMD/ATI chip in it, consider it as a Pocket Radeon Graphics Chip if you like (when the graphics hardware is initialzing, you'll see an reference to AMD OpenGL).
Don't take me word for word on that, but the idea I got is someone (maybe m-deejay or whoever) should try to take the OpenGL libraries from a working Android 2.2 ROM, and paste them into an Android 2.3 ROM (either mine or m-deejays, you decide). Of course, make a backup before hand, so if Android doesn't work after that, we can rollback to the 2.3 drivers. They should be libopengl or libegl or something else, I can't remember 100%.
Happy hacking peeps! Let's get Android 2.3 running butter-smooth on our HD2!
Im gonna take a look at it after I get back home from the hospital.
Sent from my Decepticon using XDA App
spbeeking said:
after I get back home from the hospital.
Click to expand...
Click to collapse
get well soon.... or the person who is in there
@iced
pretty nice theory..... i also wondered how it can be that its so laggy, when every driver is available
Nope, the lag is caused by the vm heap in build.prop (raise it to 32) and the excessive amount of resources inside apks (every apk loaded fills up the memory in no time). Remove all mdpi and ldpi folders from all apks (even framework-res) and that should speed things up considerably.
I do this for the Dream everytime a new SDK is released and a quick-and-dirty port ensues
jubeh said:
Nope, the lag is caused by the vm heap in build.prop (raise it to 32) and the excessive amount of resources inside apks (every apk loaded fills up the memory in no time). Remove all mdpi and ldpi folders from all apks (even framework-res) and that should speed things up considerably.
I do this for the Dream everytime a new SDK is released and a quick-and-dirty port ensues
Click to expand...
Click to collapse
Thanks for that info, I'll go and do that.
Our HD2 is a HDPI device, no?
IcedCube said:
Our HD2 is a HDPI device, no?
Click to expand...
Click to collapse
Yes. it is
No worries. I did what jubeh said, and I noticed a boost in performance. You're getting a shoutout in my credits list.

[Q] How are apps using dual core in the new android phones?

I already posted this in general, but this might be a more suitable place.
The way I see it, android (especially the newer versions) are capable of distributing several processes over the dual cores. Apps however don't utilise both cores.
Another question: what kind of apps would benefit from using both cores? I could imagine that heavy games and home launchers could benefit from using both cores.
Are there tools available for android that enable multithreading apps? And what are the average prices of app development tools?
Im currently working in Java, but how do most people write Android apps?
Just found some information that confirms my thoughts on how android uses parallel structures, but this still leaves open my other questions:
"Android 2.2 already takes advantage of multicore. Anything that multitasks and multithreads already takes advantage of multicore. But this exploitation is a matter of degrees.
Android 2.3 takes further advantage of the multicore, because unlike Android 2.2, 2.3's file system is multithreaded one, not single threaded. When it comes to file I/O or database searches. 2.3 will be a lot faster.
Android 2.4 or 3.1 as rumored to be, will take even greater advantage of multicores with further "architecting" parts of the OS to use more multithreads."
Android 2.3 has concurrent garbage collection which I imagine will take advantage of dual core phones. This should really help to reduce any lag or stuttering in apps and games.
First, if you develop something that requires much CPU power, then you should always try to do it using multiple threads. This is a general rule, not only related to Android.
Second, main thread of an app is UI thread and you should never run CPU-consuming tasks in it. So actually you are forced to use multi-threading in Android apps.
Third, there are many things that Android itself could run in parallel to your app: garbage collector, UI changes, animations, background apps, etc.
Brut.all said:
First, if you develop something that requires much CPU power, then you should always try to do it using multiple threads. This is a general rule, not only related to Android.
Second, main thread of an app is UI thread and you should never run CPU-consuming tasks in it. So actually you are forced to use multi-threading in Android apps.
Third, there are many things that Android itself could run in parallel to your app: garbage collector, UI changes, animations, background apps, etc.
Click to expand...
Click to collapse
Thanks for you quick answer! Could I use a Java solution that makes multithreading obsolete to make this all easier? And then just pack it into an apk? Sorry, but im pretty new to this.
Stitch! said:
Thanks for you quick answer! Could I use a Java solution that makes multithreading obsolete to make this all easier? And then just pack it into an apk? Sorry, but im pretty new to this.
Click to expand...
Click to collapse
I don't understand. How does Java makes multithreading obsolete? Besides, MT isn't really that hard if you have good tools for asynchronous processing of tasks. Java/Android gives you such tools.
Brut.all said:
I don't understand. How does Java makes multithreading obsolete? Besides, MT isn't really that hard if you have good tools for asynchronous processing of tasks. Java/Android gives you such tools.
Click to expand...
Click to collapse
Not Java, but an Java extension called Ateji Parallel extensions. There is a demo here: http://www.youtube.com/watch?v=8MDbqTgCDIA
I was just wondering, if it would be worth developing for android. The video is a demo on a dual core, and the new quadcore dev kit just came in. Additions to the that I thought about now are a timer and perhaps some other figures that can indicate the difference. Do you have any ideas on this?
Really appreciate you input, thanks!
Stitch! said:
Not Java, but an Java extension called Ateji Parallel extensions. There is a demo here: http://www.youtube.com/watch?v=8MDbqTgCDIA
I was just wondering, if it would be worth developing for android. The video is a demo on a dual core, and the new quadcore dev kit just came in. Additions to the that I thought about now are a timer and perhaps some other figures that can indicate the difference. Do you have any ideas on this?
Really appreciate you input, thanks!
Click to expand...
Click to collapse
Yes it would be worth it to develop for android. The newer android phone's dual core processors are utilized by games but only when a new version of android (future ice cream sandwich and later so i have read), will be able to support multiple processors. Also android really needs some 3D HD games like what Apple has made for the Iphone. I hope you decide to develop for android.
I still don't understand why it's so important to you. You don't need Ateji to utilize multiple cores, actually their demo is just a few lines of pure Java code. Ateji could make things easier, but it doesn't do any magic.
Stitch! said:
Another question: what kind of apps would benefit from using both cores? I could imagine that heavy games and home launchers could benefit from using both cores.
Click to expand...
Click to collapse
Anything involving image processing is a good candidate. For example, if you want to sharpen a photo, you can have one core processing the top half and one core processing the bottom half. Saying that though, I've found the single threaded performance of newer processors is fast enough for typical image filters.

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