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by welford
Mon Jul 29, 2019 7:26 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

by "no sound only noise" do you mean that there is no soundtrack? If so then it is because the soundtrack is not supported yet. There is a bug for this on the github. I haven't had any time to work on this for a couple of years now - that will hopefully change soon.
by welford
Sun Jul 28, 2019 2:57 pm
Forum: Bare metal, Assembly language
Topic: JTAG with the FT232H
Replies: 2
Views: 1817

Re: JTAG with the FT232H

Hi Andre, Have you had any luck with this? I've spent a little time trying to get the adafruit FT232H working, using the guide Bakul linked to as well as the many helpful posts dwelch67 has made (e.g. https://www.raspberrypi.org/forums/viewtopic.php?p=1299621#p1298657 ) but not had any luck so far. ...
by welford
Sat Jan 21, 2017 5:01 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

Not sure about vsync. But the game is most probably GPU bound. Lower resolutions do give better framerates (at least they do on the rpi1)
by welford
Fri Dec 16, 2016 7:42 am
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

I don't see why not.
by welford
Tue Aug 23, 2016 11:17 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

I have been busy updating this over the last few weeks. Performance should be a lot better see: https://github.com/welford/qurp On an overclocked Raspberry Pi 1 @ 720p, the latest version should run at a solid 60fps. and 30fps at 1080p. On a stock Raspberry Pi 1 @ 720p, it should run at 50~60fps and...
by welford
Sat Jul 26, 2014 7:41 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

I think I will just add sdl to handle the input, it will probably be the best solution.
by welford
Sun Jul 20, 2014 3:02 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

Ok, i have been very busy with life over the last year or so but i should be able to put a bit of time into this port again. Is there a way to hide the top console? (NOT the standard player/weapon/ammo console.) I'd be willing to go in and change some code, if you provide a bit of guidance on the ho...
by welford
Wed Jun 05, 2013 9:52 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

The release version crashes as soon as you select new game from the menu. The debug version should let you get into the game.

The port still has various issues that we are working on ( you can help out too :) ) the readme on the github lists most of them.
by welford
Mon Jun 03, 2013 10:52 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

I think that the majority of draw calls are due to texture changes. you can comment out various render paths in R_RenderScene or R_RenderView (both found in gl_rmain.c) to see the performance gains you get from not rendering certain stuff. Commenting out R_DrawEntitiesOnList will stop all enemies an...
by welford
Sun Jun 02, 2013 9:06 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

Ok, i have put up the current version to github https://github.com/welford/qurp I haven't used github before so if someone could try to download and build it i would be very grateful. Also if anyone is interested in helping to make this please do, i will merge any changes where possible. There is st...
by welford
Fri May 24, 2013 12:44 am
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

Hey, I will put the source up on github or somewhere this weekend. It runs very smoothly at the default resolutions (320x240 or 640x480) and it's kind of still playable at 720p but rather than wait to iron out all the framerate issues i'll put it up as it is and maybe others can help improve it. I'm...
by welford
Tue May 21, 2013 4:09 am
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Re: Quake 1 Port, Optimization Questions

Just a few notes: If I render at the original default resolution 640,480 the frame rate is improved (averaging about 50, with lows spikes at 20-ish) Having a look at the draw logs, I am doing between 20 and 80 draw calls per frame. the total amount of vertex data transferred over each frame ranges f...
by welford
Mon May 20, 2013 11:52 pm
Forum: Graphics programming
Topic: Quake 1 Port, Optimization Questions
Replies: 35
Views: 26804

Quake 1 Port, Optimization Questions

I have written a port of Quake 1 for the Raspberry Pi, I'm using my own wrapper for the graphics calls and currently average 30fps when running the demos but there are some dips to as low as 14 fps when certain things happen on screen (for example the explosions from the grenade launcher). I would b...
by welford
Mon Aug 06, 2012 2:09 pm
Forum: C/C++
Topic: keyboard input linux/input.h
Replies: 7
Views: 6545

Re: keyboard input linux/input.h

thanks again Daverj and Janq :)
by welford
Sun Aug 05, 2012 2:33 am
Forum: C/C++
Topic: keyboard input linux/input.h
Replies: 7
Views: 6545

Re: keyboard input linux/input.h

Thank you Daverj.

Is there any documentation of the remapping process available online?
by welford
Sat Aug 04, 2012 11:15 pm
Forum: C/C++
Topic: keyboard input linux/input.h
Replies: 7
Views: 6545

Re: keyboard input linux/input.h

Thanks for the reply Janq, but I am already able to get the key pressed. My question was about the first event that I get. For example if I press 'a' I get 3 input_events with the contents being input_event0{type=4, code=4, value=458796} <- what is this? input_event1{type=1, code=30, value=1} <- thi...
by welford
Sat Aug 04, 2012 1:39 pm
Forum: C/C++
Topic: keyboard input linux/input.h
Replies: 7
Views: 6545

keyboard input linux/input.h

Hello, I'm working on a simple C program to grab input from a keyboard via /dev/input/event(N) which seems to be working fine, but the first input_event I get for a single key press has values .type = 4 (EV_MSC) .code = 4 (MSC_SCAN? i think this is what it corresponds to) and then a .value of 458782...
by welford
Tue Jul 17, 2012 12:37 am
Forum: C/C++
Topic: hello_triangle.c sample
Replies: 5
Views: 2178

Re: hello_triangle.c sample

Ctrl-C seems to work ,thank you.

only Ctrl-C seems to work for hello_triangle.c, for hello_triangle2.c either Ctrl-C or a mouse click works.
by welford
Mon Jul 16, 2012 1:46 pm
Forum: C/C++
Topic: hello_triangle.c sample
Replies: 5
Views: 2178

hello_triangle.c sample

I'm new to linux and running OpenGL programs from the command line. I have a question regarding the hello_triangle.c sample source (i believe it's in /opt/vc/source/hello_pi/hello_triangle) It has variable: static volatile int terminate; on which terminating the program is decided. how is this varia...
by welford
Fri Jul 13, 2012 2:17 pm
Forum: Troubleshooting
Topic: How to replace boot firmware?
Replies: 13
Views: 3009

Re: How to replace boot firmware?

Thanks timhor & Mark, I got my SD card working by following your instructions.

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