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21st Century game development | Game development for the iPhone (mainly)

Game development for the iPhone (mainly)

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21st Century game development | Game development for the iPhone (mainly) | astronautz.wordpress.com Reviews
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Game development for the iPhone (mainly)
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9 graphics
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21st Century game development | Game development for the iPhone (mainly) | astronautz.wordpress.com Reviews

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Game development for the iPhone (mainly)

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1

Accelerating Software skinning with VFP assembler | 21st Century game development

https://astronautz.wordpress.com/2010/10/24/accelerating-software-skinning-with-vfp

21st Century game development. Game development for the iPhone (mainly). This blog has moved to a new location. Vertex data interleaving on iPhone →. Accelerating Software skinning with VFP assembler. October 24, 2010. Initially, it didn’t make any difference at all. This was because it was GPU bound. So, I reduced the scene to 8 skinned meshes – which would show up optimisation improvements better. 0] = weight*(pInVertex[0]*m[0] pInVertex[1]*m[4] pInVertex[2]*m[8] m[12]); pOutVertex. There was a functio...

2

Vertex data interleaving on iPhone | 21st Century game development

https://astronautz.wordpress.com/2010/10/28/vertex-data-interleaving-on-iphone

21st Century game development. Game development for the iPhone (mainly). This blog has moved to a new location. Accelerating Software skinning with VFP assembler. Optimizing meshes for the iPhone →. Vertex data interleaving on iPhone. October 28, 2010. In the PowerVR manual it says that you should interleave vertex data:. I tried this out on my engine and actually found no measurable improvement for static meshs. For skinned meshes it actually goes slower. Leave a Reply Cancel reply.

3

DS 2050 | 21st Century game development

https://astronautz.wordpress.com/2010/10/05/death-squad-2050

21st Century game development. Game development for the iPhone (mainly). This blog has moved to a new location. Accelerating Software skinning with VFP assembler →. October 5, 2010. Enter your password to view comments. This content is password protected. To view it please enter your password below:. This post is password protected. Enter the password to view any comments. This Blog has Moved to Astronautz main website! Create a free website or blog at WordPress.com. Build a website with WordPress.com.

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Optimizing meshes for the iPhone | 21st Century game development

https://astronautz.wordpress.com/2010/11/13/optimizing-meshes-for-the-iphone

21st Century game development. Game development for the iPhone (mainly). This blog has moved to a new location. Vertex data interleaving on iPhone. Optimizing meshes for the iPhone. November 13, 2010. I used tootle to re-order the indices:. Int result = TootleOptimizeVCache(pIndices, numTriIndices/3, m listVertexArray[0]- GetNumVertices(), TOOTLE DEFAULT VCACHE SIZE, pIndices, NULL, TOOTLE VCACHE LSTRIPS); if (result! TOOTLE OK) cout "could not optimise! Filed under Graphic engine design.

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21st Century game development | Game development for the iPhone (mainly)

21st Century game development. Game development for the iPhone (mainly). This blog has moved to a new location. Optimizing meshes for the iPhone. November 13, 2010. I used tootle to re-order the indices:. Int result = TootleOptimizeVCache(pIndices, numTriIndices/3, m listVertexArray[0]- GetNumVertices(), TOOTLE DEFAULT VCACHE SIZE, pIndices, NULL, TOOTLE VCACHE LSTRIPS); if (result! TOOTLE OK) cout "could not optimise! Filed under Graphic engine design. Vertex data interleaving on iPhone. October 28, 2010.

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