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AssDruid

Unity Optimizing my GAPI application

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I'm just continue my older post here (this) what I do is hold a back buffer, an array, 240*320*2 bytes (width*height*bpp) and then I fill it up each frame, and then get the screen buffer with GXBeginDraw() and copy with memcpy the back buffer to the screen buffer. doing this (without changing the back buffer) I get about 30 frames. if I change the whole back buffer each frame I get only 15 FPS! well, here is the code

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Ok, so am I to assume that my advice from the previous post helped your flickering? What change actually made the difference?

And it's hard to tell what you mean by changing the whole back buffer each time, as you have posted your code with only a DrawRect, I'm going to focus on it.

Once again, I _don't_ know how much of a difference it would make, but you have 3 rand()'s in there (which as I believe are hideously slow), hardly enough to take away 15 FPS, but it's a start.

What are you drawing to the back buffer when it drops 15 FPS?

Also, just a side note: you _may_ want to make an inline function for a rgb(unsigned char r, unsigned char g, unsigned char b), it saves you from having to write the code out all the time, while being inline, not wasting any additional cycles.

But as always, just my humble opinion...

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Let's focus for a second on your ultimate goal ...
Are you trying to establish how fast GAPI is?
I am asking, cause I am under the impression you are using the emulator to test for performance (bad idea).
In any case, here is a link to a freeware GAPI benchmark tool :
http://www.ppc4all.com/appdetail.php?id=392

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*sigh* I really don't know why I'm bothering, but:

you can get a GAPI emulator for the emulator from here

Now, seeing as it's a forum, it may be beneficial for you to post what was wrong so that others may learn.

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Quote:
Original post by MoreOn
*sigh* I really don't know why I'm bothering, but:

you can get a GAPI emulator for the emulator from here

Now, seeing as it's a forum, it may be beneficial for you to post what was wrong so that others may learn.

Thank you for the emulator.
About my problem, well, it just was wrong concept and programming...
now I'm working on a very simple engine... and it's preety fast so far :)
It's not something fancy, but when I will finish it, I will post the code...

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