TinyGL
  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    tolkien
    Posts: 503 from 2013/5/29
    I want to toy with TinyGL. There are a lot of info about OpenGL but I don´t know in which version TinyGL is based on. OGL1? 2?
    I don´t want to follow unsupported standards. Show me some lights mates as I have no much idea.
    Thanks.
    MorphOS: PowerMac G5 - PowerBook G4 - MacMini.
    Classic: Amiga 1200/060 - A500 PiStorm
  • »26.10.15 - 21:00
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    BSzili
    Posts: 559 from 2012/6/8
    From: Hungary
    It's a subset of 1.x.
    This is just like television, only you can see much further.
  • »26.10.15 - 21:39
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    tolkien
    Posts: 503 from 2013/5/29
    Ok. So I'll have to look for very old tutorials. I have tried to download the TinyGL documentation but I failed.
    Thanks BSzili.
    MorphOS: PowerMac G5 - PowerBook G4 - MacMini.
    Classic: Amiga 1200/060 - A500 PiStorm
  • »26.10.15 - 21:56
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    Hi!

    I'm working on an OpenGL photo viewer app and experienced a serious problem:
    If I use bigger than 4096x4096 textures, the 1:1 view of the texture becomes very undetailed...
    With smaller textures, it looks fine.

    Is it possible to solve this problem somehow?
  • »13.06.16 - 08:45
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    One more question: Are the rectangle or NPOT textures supported?
    Could be this the solution?

    [ Edited by deka 13.06.2016 - 13:05 ]
  • »13.06.16 - 09:55
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  • ASiegel
    Posts: 1372 from 2003/2/15
    From: Central Europe
    Quote:

    deka wrote:
    If I use bigger than 4096x4096 textures, the 1:1 view of the texture becomes very undetailed...
    With smaller textures, it looks fine.

    Is it possible to solve this problem somehow?

    What graphics chip do you use for testing? GPUs tend to have maximum texture size limitations and the downsizing of your textures (undetailed representation) might be the result of a technical "fallback".
  • »13.06.16 - 10:27
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    Quote:

    ASiegel wrote:
    Quote:

    deka wrote:
    If I use bigger than 4096x4096 textures, the 1:1 view of the texture becomes very undetailed...
    With smaller textures, it looks fine.

    Is it possible to solve this problem somehow?

    What graphics chip do you use for testing? GPUs tend to have maximum texture size limitations and the downsizing of your textures (undetailed representation) might be the result of a technical "fallback".


    My computer is a PB 1.67 (R300).

    [ Edited by deka 13.06.2016 - 14:25 ]
  • »13.06.16 - 11:23
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  • ASiegel
    Posts: 1372 from 2003/2/15
    From: Central Europe
    Quote:

    deka wrote:
    My computer is a PB 1.67 (R300).

    So, Mobility Radeon 9700 with maximum viewport size of 4096 x 4096 and maximum texture size of 2048 x 2048 (Source: Link).
  • »13.06.16 - 12:15
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    Quote:

    ASiegel wrote:
    Quote:

    deka wrote:
    My computer is a PB 1.67 (R300).

    So, Mobility Radeon 9700 with maximum viewport size of 4096 x 4096 and maximum texture size of 2048 x 2048 (Source: Link).


    Sad to see that... :(
    Thank you for your help!
  • »13.06.16 - 13:09
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    takemehomegrandma
    Posts: 2720 from 2003/2/24
    Quote:

    deka wrote:
    Quote:

    ASiegel wrote:
    Quote:

    deka wrote:
    My computer is a PB 1.67 (R300).

    So, Mobility Radeon 9700 with maximum viewport size of 4096 x 4096 and maximum texture size of 2048 x 2048 (Source: Link).


    Sad to see that... :(
    Thank you for your help!


    Why do you need such large resolution? Maybe you should consider making your application tolerant for lower end HW? I believe the number of potential users of your application that has a 4k MorphOS setup can be counted on your right hands fingers anyway... ;-)
    MorphOS is Amiga done right! :-)
    MorphOS NG will be AROS done right! :-)
  • »13.06.16 - 16:24
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    @takemehomegrandma:

    This will be a photo viewer app and I think it is an important feature to show the pic in 100%/200% zoom. This huge resolution is not for the 4k displays (if I understood you well). ;)
  • »13.06.16 - 16:34
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  • ASiegel
    Posts: 1372 from 2003/2/15
    From: Central Europe
    Quote:

    deka wrote:
    This will be a photo viewer app and I think it is an important feature to show the pic in 100%/200% zoom. This huge resolution is not for the 4k displays (if I understood you well). ;)

    Have you considered splitting large images into multiple textures (image tiling) that are, say, 512 x 512 each?
  • »14.06.16 - 09:38
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    Quote:

    ASiegel wrote:
    Quote:

    deka wrote:
    This will be a photo viewer app and I think it is an important feature to show the pic in 100%/200% zoom. This huge resolution is not for the 4k displays (if I understood you well). ;)

    Have you considered splitting large images into multiple textures (image tiling) that are, say, 512 x 512 each?



    Yeah... That was the first idea and also implemented this. It worked, but had two problems:
    - Sometimes the texture edges were visible. It wasn't smooth enough.
    - The texture creation took much more time: it took about 10-15 secs instead of the current 2 secs.

    I was considering more solution:
    - Tried the Rectangle texture today, but it seems that it is not supported by TinyGL.
    - My second idea is to use NPOT textures, but probably the 4096x4096 limit is there too. Will see it...
    - A software prescaler. This solution seems to be the most realistic. Maybe, if using NPOT textures makes me possible (on R300) to show wider, than 4096 pixel pictures, the software scaler should be there, because R200 owners will have more limitations.

    Also, should be send a request to the video driver to get the max. texture size, because the used algorhytm could change depending the existing video HW. (The bigger video cards have 16kx16k texture limit.)
  • »14.06.16 - 10:00
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  • ASiegel
    Posts: 1372 from 2003/2/15
    From: Central Europe
    Quote:

    deka wrote:

    Yeah... That was the first idea and also implemented this. It worked, but had two problems:
    - Sometimes the texture edges were visible. It wasn't smooth enough.

    Do you remember what texture filtering type you used? Did changing it improve anything?

    Quote:

    Also, should be send a request to the video driver to get the max. texture size, because the used algorhytm could change depending the existing video HW. (The bigger video cards have 16kx16k texture limit.)

    Absolutely.
  • »14.06.16 - 15:05
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  • Acolyte of the Butterfly
    Acolyte of the Butterfly
    deka
    Posts: 136 from 2013/2/12
    From: Hungary, Kecsk...
    > Do you remember what texture filtering type you used? Did changing it improve anything?

    Not really...
    As I remember, it was very casual when the effect came or not. I bet, it was a floating point number rounding problem...
    The most painfull thing was the long texture binding time.

    I'm sure, it is more cleaner solution to have one bigger texture, even if some software scaling magic is needed.
    The implementation is also closer for newer and for older video HW.


    [ Edited by deka 14.06.2016 - 18:45 ]
  • »14.06.16 - 15:41
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