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Forum » » Création-Développement » » #Two fixée (beta-test)


Posté : 15-10-2010 17:42 icone du post

Yes yes I understood, and I inserted the line you given me, so I now got no more crashes from shell

But I don't understand why my demo use so much stack... I tryed with 500.000 and it still crashes... PowerPC applications need a lot of stack since WarpOs, that's boring.



BTW: I switched the demo to triple buffering instead of mono buffering+blit. So you'll be happy, now, once 60 fps are reached, the CPU usage drop

But I have to run my switchbuffer from another task. From main task, the problem is framerate is multiple of VBL/n. If 60 fps can't be reached, then it drops to 30... then 20... then 15, etc... That's tonight work



BTW once again, I got a small problem with my AllocScreenBuffer().

You said it yourself in your mag, the first buffer allocated is flaged with SB_SCREEN_BITMAP, so the screen original buffer is used as first work buffer:

scr=OpenScreen(blablabla);
buffer[0]=AllocScreenBuffer(scr, NULL, SB_SCREEN_BITMAP);
buffer[1]=AllocScreenBuffer(scr, NULL, 0);
buffer[2]=AllocScreenBuffer(scr, NULL, 0);

This worked perfectly for me with Os3.9, allowing me an excellent double or triple buffering.

With Os4, I got Warp3D freeze on exit. I have to remove this flag and use:

scr=OpenScreen(blablabla);
buffer[0]=AllocScreenBuffer(scr, NULL, 0);
buffer[1]=AllocScreenBuffer(scr, NULL, 0);
buffer[2]=AllocScreenBuffer(scr, NULL, 0);

With this, it works perfectly. Of course that's not a real problem, but this consume 4 bitmaps instead of 3, since original screen bitmap is not used...

Actually, we have 64 or 128 MB vram, so that's not a big problem, but I don't like it
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