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> > > > bus. Kind of like Altivec if Apple had invested more in memory bus
> > > > speed before the G5 and Core.
>
> Can you say CELL? 24 GB/sec to main memory 78 GB/sec to VRAM. Sweet
> (except for On Aug 27 2007 at 11 42 AM George Warner wrote
> LOL! These days cache misses are the same speed as no-cache. The
> (non)Performa 's had terrible (read "cheap ") cache designs. Can we
> discuss
>Mon 27 Aug 2007 10 55 08 -0700
On Aug 27 2007 at 10 55 AM Ian Ollmann wrote
> Any gluttons for punishment
> ^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H people
Since we 're on the topic of optimiza
On Aug 27 2007 at 12 41 PM glenn andreas wrote
>
> On Aug 27 2007 at 12 55 PM Ian Ollmann wrote
> > > I believe that the CELL processor is the 1st generation of the
> > > "next big
> > > thing ".
On Aug 27 2007 at 12 55 PM Ian Ollmann wrote
> > I believe that the CELL processor is the 1st generation of the
> > "next big
> > thing ". The problem isn 't with the hardware as much as the skills
On Aug 27 2007 at 10 42 AM George Warner wrote
> BUZZ! There are very good reasons to only do aligned accesses
> (which is why
> Intel & AMD both require it for 64-bit mode) and it 's trivial tOn Sat 25 Aug 2007 18 25 36 -0600 zmorris@(protected) wrote
> On Aug 25 2007 at 2 09 PM Rob Barris wrote
> > Zack writes
> > > I think CPUs today especially dual core are idle 95% of the time
> > > On Aug 25 2007 at 05 25 PM zmorris@(protected) wrote
> > Cache is why we get utilizations as high as we do. No cache would
> > make the situation worse and not better.
>
> I agree with everything eOn Aug 25 2007 at 2 09 PM Rob Barris wrote
>
> Zack writes
>
>
> > I think CPUs today especially dual core are idle 95% of the time
> > or another way of saying it is their potential power is I ended up hacking it in as well - now we have a custom flag for
"Launch Unity in screenshot-for-docs mode " with hotkey 's I will never
be able to remember that does all sorts of niceness...
Thank
Zack writes
> I think CPUs today especially dual core are idle 95% of the time
> or another way of saying it is their potential power is 95%
> underutilized.
This is not true for well writtenOn Aug 22 2007 at 5 54 PM Ian Ollmann wrote
> On Aug 22 2007 at 3 47 PM zmorris@(protected) wrote
>
> > They probably wouldn 't even have been needed if back in 97 intel/
> > ibm/motorola had deciPerhaps this is a naive suggestion but since Colibricks seems to use
very simple
rectangular geometry you could use an AA trick that I have used
successfully in my iTunes
Visualizer "JewelCase " If you wanted to hack together your own code to do this (possibly as a
feature in Unity?) CocoaDev has a piece of code for capturing screenshots
for an NSRect at <http //www.cocoadev.com/index.pl?ScrWe 're gearing up to release Unity2 and are about to update all images
in our manual (450+) to reflect the GUI changes.
Does anyone know if there is a way to get screen capture to grab the
area ofIt 's really a shame because I really like the rest of OpenGL a lot.
The easy way of doing texture mapping and simple lighting would be
just perfect for Colibricks. Only antialiasing seems to be aOn Aug 21 2007 at 12 06 PM Michel Colman wrote
> All I want to do is draw some simple rotated sprites with antialiased
> edges.
No problem. Keep reading.
> POLYGON_SMOOTH is no longer supported
On Aug 21 2007 at 12 06 PM mac-games-dev-request@(protected)
wrote
> So finally I decided I would just render at a higher resolution and
> then apply scaling. But Pixel Buffers are describeOn Aug 21 2007 at 12 29 PM Allan Schaffer wrote
> On Aug 6 2007 at 12 23 PM Michel Colman wrote
> > - Should I use glut or write a platform-specific interface? Or
> > some other library? Is On Aug 6 2007 at 12 23 PM Michel Colman wrote
> - Should I use glut or write a platform-specific interface? Or
> some other library? Is there any easy to use sample code out there
> that I caOp 21 aug 07 om 20 42 heeft John Stiles het volgende geschreven
> If you really want to support OS X 10.2 (pre-Panther) you will
> probably find yourself unable to use any newer OpenGL features.If you really want to support OS X 10.2 (pre-Panther) you will
probably find yourself unable to use any newer OpenGL features.
Honestly I would recommend just requiring 10.3 or 10.4 since OpenGL I 'm about to give up on OpenGL...
All I want to do is draw some simple rotated sprites with antialiased
edges.
POLYGON_SMOOTH is no longer supported
Accumulation buffers appear to be deprecated as
http //www.blizzard.com/jobopp/mac-software-engineer.shtml
This is a "Tools & Test " engineer position as part of the Mac SW
group at Blizzard.
Please write off-list if you would like to learn mor
On Aug 19 2007 at 9 57 AM Daniel B?nzli wrote
>
> Le 19 ao?t 07 ? 18 07 Justin Hensley a ?crit
>
> > The issue with this is that you will not being emulating what the
> > hardware is *actuall
Le 19 ao?t 07 ? 18 07 Justin Hensley a ?crit
> The issue with this is that you will not being emulating what the
> hardware is *actually* doing.
I agree but I 'm not sure that 's what I 'am really
Le 19 ao?t 07 ? 03 10 John Stiles a ?crit
> Consider the possibility of uploading a new shader which simply
> ended at the line that the breakpoint was set at. Remember we can
> upload as many v
On 19 Aug 2007 at 1 23 AM John Stiles wrote
> I don 't think that is necessarily true. I think you could do it in
> hardware if you were clever about it. It wouldn 't be a breakpoint
> in the tI don 't think that is necessarily true. I think you could do it in
hardware if you were clever about it. It wouldn 't be a breakpoint in
the traditional sense but rather you 'd need to find a way t
On 18 Aug 2007 at 4 05 AM Wesley Smith wrote
> Have you seen the new Nvidia tool FX Composer 2
> (http //developer.nvidia.com/object/fx_composer_home.html)? I saw a
> demo at Siggraph and it was |
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