You can see the benefit of a better graphics card in a Sam460 is not very huge. The poor CPU and some bottlenecks in the gfx system (DMA, graphics library ???) is limiting the power of the graphics card.

So for Sam460 i would choose the graphics card more from the point of power saving, noise and heat (yes, and size if the slots are needed and no Riser card is used).

But also on X1000/X5000 Systems i would not choose the best card. Also on lower cards a smooth 60FPS is possible with vsync and i think in future games the limitations are not the graphics card).

I would agree with you on most of your points .For someone buying a new video card for a Sam460ex though a Polaris card is more likely to work than one of the newer Radeon SI variants that are available in the retail channels .Not many single slot ones though .

More OpenGL ES 2 magic for Warp3D Nova from Daniel Mussener. With special thanks to Kas1e for stretching the boundaries Daniel MüßenerYesterday at 1:16 AM ·

OpenGL ES 2 version 2.1 for Warp3D Nova / AmigaOS4 is on my FTP for testers to test now.

- added support for so called 2D rectangle textures. The most important difference compared to "normal" 2D textures is that you access it by texel-coordinates and not by normalized UVs. Use GL_TEXTURE_RECTANGLE instead of GL_TEXTURE_2D for glBindTexture. Use sampler2DRect instead of sampler2D inside your fragment-shaders.

- consequently, glGetActiveUniform can now return the uniform-type GL_SAMPLER_2D_RECT.

- consequently, glGet now supports GL_TEXTURE_BINDING_RECTANGLE.

- consequently, the library's internal patcher enables the GL_ARB_texture_rectangle extension so that the library's internal glsl-compiler swallows fragment shaders which use sampler2DRect etc.

- updated the glslangvalidator-redux command line program with that behaviour as well.

- consequently, added GL_ARB_texture_rectangle and GL_EXT_texture_rectangle to the extensions string.

Those optimizations gave us some significant gains here and there and especially corrected the slight losses on some games introduced with the last version, but after trying a lot I'm out of more options for now ;)Thanks and greets to Kasie Kasovich (kas1e) for feature-requesting and testing :)

There is also was my ports working over gl4es (so it also ogles2/warp3dnova):

PrototypeFrickingsharkBarony

And gl4es itself (which is good stress-test for everything opengl2.x related).

Also Andy add to the multiviewer Warp3dNova support too in some parts.

+ few benchmarks and simple demos and something i may forget.

If talking about what else will be, then Imagodespira and Goos working on some new games , as well as i also have ready-to-release few games waiting new release of latest ogles2.library.

Also i have rebuild some older stuff like neverball/neverputt, quake3 and co, which also worth of release (as neverball/neverputt over ogles2 give very big speed boost in compare with minigl one), and quake3 while on the same level as minigl by speed, give more stable and visual-bugs-less version in compare with minigl.

In other words, of course not that many as one may expect, but enough already for the niche where is few developers and few users.

Last edited by kas1e on 06-Mar-2019 at 04:41 PM.Last edited by kas1e on 05-Mar-2019 at 10:53 AM.Last edited by kas1e on 05-Mar-2019 at 10:51 AM.

Warp3DNova is not OpenGL, its more lowlevel api, kind of DirectX from Win32. To compile OpenGL code which will works over Warp3DNova you need to use gl4es which works over Warp3DNova through ogles2.library (which give us OpenglES2).

Dunno what SDK you check, Warp3DNova's SDK didn't have any example with SDL usage or ogles2 usage. SDL its SDL with own SDK, ogles2 its ogles with own SDK, and warp3dnova the same. The all can works together, but they all have different SDKs initially of course.

For myself to make use of OpenGL2.x + SDL, i made my own SDL which works over gl4es/ogles2/warp3dnova.

Quote:

If a project uses CMake it might be easier to setup if it configures. Otherwise be good to be able compile it in but a linklib would be easiest.

If you have plan to use OpenGL, then you don't need to worry about warp3dnova at all, you works with gl4es which works over ogles2.library, or with ogles2.library directly. Both of which have link libs and which works over warp3dnova (you just have no needs to worry about, as it low-level api which you can not touch at all).

@TrixieCan be cool if Andy's SketchBlock will use it to make scrolling, moving and resizing of the actual drawing area be faster and realtime.