Author Topic: nGL - a fast (enough) 3D engine for the nspire  (Read 265268 times)

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Offline rwill

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #480 on: May 22, 2015, 11:45:56 am »
... 32-bit access ...

I have not checked but later versions of GCC should be able to produce code for ARM that will use 32 bit moves if possible given my example function. Thinking about it further - the function might be made faster by doing 2 lines at the same time inside the inner copy loop. Ah well, "high level" optimizations...

Offline Vogtinator

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #481 on: May 20, 2016, 05:54:35 pm »
Crafti v1.2

No major changes, just some bugfixes and improvements.
I haven't tested classic support extensively, so if you're relying on that you should keep your old version around.
On a HW-W calc this should improve usability significantly, so please upgrade!


Improvements in crafti:
  • Bugfix: Division by 0 when calculating collision while looking straight ahead
  • Zehn compression for faster startup and less space requirements


Improvements in nGL:
  • Several performance improvements
  • Uses lcd_blit, so works natively on HW-W
  • On PC, use SDL for graphics
  • Add tools for converting wavefront obj
  • Add VECTOR3 and nglDrawArray
  • Add two new lessons to the tutorial

Offline nspireguy

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #482 on: July 19, 2016, 03:04:16 pm »
Awesome!

Offline stevepetoskey

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #483 on: June 13, 2019, 04:03:13 pm »
Is crafti still getting updates?

Offline TIfanx1999

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #484 on: June 25, 2019, 09:59:08 pm »
Seeing that the last post was 2016, and the last time the author was active was 2017, it doesn't seem very likely.

Offline potatOS

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Re: nGL - a fast (enough) 3D engine for the nspire
« Reply #485 on: July 20, 2019, 07:22:52 pm »
how do i change the texture files for the blocks? i have a png of the resource pack that i want to use, and it should be compatible as the png is the same resolution. however, i cant seem figure out how to successfully convert the png to the hex code in terrain.h (in the textures folder) and get anything more than a blue garbled mess in the game; just as a test i decided to re-build the game without editing any files to see if the problem was the compiler or the file edits, and the textures were perfectly intact. i would greatly appreciate it if you could tell me what program/website you used to convert the png into hex, or just generally what methods/settings were used.