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Now I could not find the code I have used but here is the latest
version of the game I started developing for the XO-1. (The development
stalled because the xv bug in the Geode driver.)<br>
<br>
<a class="moz-txt-link-freetext" href="https://docs.google.com/leaf?id=0B6XMYp250cOmZDhmOWNjMTQtMjNlNy00NDc0LTlhMmItNGI3M2NhMGFmNmVm&hl=en">https://docs.google.com/leaf?id=0B6XMYp250cOmZDhmOWNjMTQtMjNlNy00NDc0LTlhMmItNGI3M2NhMGFmNmVm&hl=en</a><br>
<br>
The trick is that you can develop "xo_bubble_town" on Windows and you
can compile the "xo2d" directory on the XO (copy the pictures there).<br>
I could not find the first version which did not use xv but basically
you have to use XShmCreateImage instead of XvShmCreateImage and use
XShmPutImage instead of XvShmPutImage in "xi2d/XOHardware.cpp".<br>
<br>
Now if you are already using those then we cannot help you without you
posting your code I am afraid...<br>
<br>
HTH<br>
<br>
shivaprasad javali wrote:
<blockquote
cite="mid:116515211001270511y5c6a80e8wb142438ff0f1e536@mail.gmail.com"
type="cite">We are allocating a 32 bit buffer and then using the X
server calls to blit it to the 16 bit screen. Even this is slowing down
the application as the draw in the application is very intensive. We
commented out parts of our draw code to find out the part which was
slowing it down and found that the blit to the 16 bit screen ( using X
server calls) was responsible for a large chunk of the slowdown. When
we changed the screen depth the performance of the activity increased
dramatically.<br>
<br>
I was worried if some other activity on the XO making the opposite
assumption and optimizing their draw code for a 16 bit screen and then
suffering because we changed the default depth.<br>
<br>
Thanks<br>
Shivaprasad<br>
<br>
<div class="gmail_quote">2010/1/27 NoiseEHC <span dir="ltr"><<a
moz-do-not-send="true" href="mailto:NoiseEHC@freemail.hu">NoiseEHC@freemail.hu</a>></span><br>
<blockquote class="gmail_quote"
style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div bgcolor="#ffffff" text="#000000">Since you can only blit
pictures on an X server and cannot get a direct
pointer to the video memory, I do not know what your problem is. You
can just allocate a 32 bit offscreen buffer in the address space of
your application and blit it via the X server to the 16 bit video
memory (draw). The XO-1 has bit depth converter hardware so it will not
be slower in theory.<br>
Note that you cannot use the video overlay for this because it has only
YUV and RGB-565 modes on the XO-1 and there is a bug in X that the
overlay will be garbage after a suspend and it was not fixed last time
I checked. (I have told that I would fix it but because I could not
figure out how to compile stuff for the XO-1 - like recompiling the
kernel and the X server - I did not fix that.)<br>
<br>
If you need it then I could search for the code I have used but it
would take some time...<br>
<br>
shivaprasad javali wrote:
<blockquote type="cite">
<div>
<div class="h5">Hi All,<br>
We are developing an Activity for the XO. During development we
ran into an issue with the default screen depth on the XO. Our
application assumes that the screen depth is 32 and does all the draw
math. But as the screen depth on the XO is 16 we had to do constant 32
bit- 16 bit conversions which really hit performance. So we put in
script to run after installing our activity which changes the default
screen depth on the XO from 16 to 32 bit.<br>
<br>
I wanted to know how much of an issue this would be for other
activities running on the XO. Would they be adversely affected by this
change?<br>
<br>
Thanks<br>
Shivaprasad<br>
</div>
</div>
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