Author Topic: The Outer Limits  (Read 7294 times)

0 Members and 1 Guest are viewing this topic.

jack

  • Jr. Member
  • **
  • Posts: 90
Re: The Outer Limits
« Reply #45 on: April 04, 2018, 08:16:03 AM »
hi Mike
when I run your cord.exe I get the following warning
Code: [Select]
---------------------------
OGLApp Class Warning
---------------------------
MSAA is not supported on this computer.
Please upgrade your OpenGL video driver.
---------------------------
OK   
---------------------------
also, all I get is a black screen.
tested on a VM with Windows 10 x64
« Last Edit: April 04, 2018, 08:46:04 AM by jack »

jack

  • Jr. Member
  • **
  • Posts: 90
Re: The Outer Limits
« Reply #46 on: April 04, 2018, 08:35:23 AM »
compiled with FB x86 the 640 x 360 view gives about 70 to 80 fps
« Last Edit: April 04, 2018, 09:24:59 AM by jack »

Mike Lobanovsky

  • Admin Support Member
  • *****
  • Posts: 1849
Re: The Outer Limits
« Reply #47 on: April 04, 2018, 08:58:47 AM »
Hi Jack,

The COGLApp class that's the core of FBSL OpenGL renderer applications uses Windows specific routines to initialize window pixel formats and 3D canvases that rely on the native drivers' extended feature sets. They can't always be (and in this particular case aren't) emulated in a virtual machine that would use macOS' (?) own OpenGL driver directly via hardware virtualization.

MSAA stands for multisample anti aliasing, a HW-assisted technique to eliminate edge jaggies and excessive distant texture blur. Evidently your VM somehow fails at emulating this Windows native option.

Once a similar warning is issued by COGLApp, further behavior of the program is undefined.

compiled with FB x86 the 640 x 360 view gives about 70 to 80 fps

That looks nice. The FB thread you gave the links to doesn't seem to show the OpenGL initialization code so I can't tell how platform specific it may be. At any rate, if you can compile it directly on macOS then it should run faster than it would in the VM. Next, your particular GPU may be somewhat stronger than mine, and that could also add a couple dozen FPS to the render speed. Then, my renderer is set (sync'ed with the monitor retrace frequency) to yield 60FPS max to protect the GPU from possible overload. And finally, my FBSL code is executed in interpretative BASIC rather than direct machine code like FB. :)

Can you attach a screenshot of your 640x360 px OpenGL window?
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, 2 x nVidia GTX 650Ti w/ 2GB VRAM, Windows 7 Ultimate Sp1)

jack

  • Jr. Member
  • **
  • Posts: 90
Re: The Outer Limits
« Reply #48 on: April 04, 2018, 09:28:00 AM »
thanks Mike for the explanation, I attached image on previous post. :)

John

  • Hero Member
  • *****
  • Posts: 3150
Re: The Outer Limits
« Reply #49 on: April 04, 2018, 02:33:02 PM »
Quote from: Charles
Any more efficient algorithms?

Perhaps something to do with primes..

Thanks Charles for the opening resolution to the challenge.

I'm thinking there is hidden power in being able to divide equally to the smallest form without brute force or a complex algorithm. Filling shipping containers with odd size boxes would seem to be an application.

The primes direction is an interesting thought.

« Last Edit: April 04, 2018, 05:59:05 PM by John »