Comments (9)
Fair enough. However, the dependencies shouldn't pose a build fail. If you
don't mind me asking, what''s the primary reason you need this?
Original comment by [email protected]
on 1 Nov 2012 at 10:21
from glyphy.
I built glyphy for iOS. I just needed to link to libglyphy. I refactored
(hacked) the demo to run on iOS (without GLUT). The repo version of demo won't
build because GLUT doesn't exist on iOS.
BTW. Demo runs SLOW on my iPod 3G. ~3 FPS
Original comment by [email protected]
on 1 Nov 2012 at 11:32
from glyphy.
Interesting. If you have patches of the changes I'd be happy to take them.
Original comment by [email protected]
on 1 Nov 2012 at 11:34
from glyphy.
I'd be happy to give it to you. But its kind of an embarassing mess right now.
I just wanted to see the performance so I spent an hour or so getting it
running. I have an Xcode project which is more or less a hacked version of the
demo files and some platform-specific stuff. I have it linking to libglyphy
which I am building from the command-line. Nothing that resembles a 'patch' at
this point.
Original comment by [email protected]
on 1 Nov 2012 at 11:46
from glyphy.
Right. That's what I expected. Would be interesting to see the number on
iPhone 5. I'm more interested seeing numbers on Android, and have not got the
time to port yet.
Original comment by [email protected]
on 1 Nov 2012 at 11:50
from glyphy.
I will try it on the 4S this weekend. Was hoping it would be faster than it
was. Its too heavy in the fragment shader. I would like to make it faster. :-/
You guys working on any major speed improvements?
Original comment by [email protected]
on 1 Nov 2012 at 11:57
from glyphy.
I'm not actively working on it right now, but may do next year. However, most
of my ideas involve reducing texture fetches in exchange of more work in the
fragment shader :(. The thing is, I don't have a test environment that is weak
on the shader operations, so I can't test any change.
On my two testing machines (ThinkPad T530, and Macbook Air), the demo runs at
over 60fps fullscreen...
Original comment by [email protected]
on 2 Nov 2012 at 12:01
from glyphy.
You can simply try to render the demo geometry X times per frame. Increase X
until the framerate drops to like 20 fps or something.
Original comment by [email protected]
on 2 Nov 2012 at 12:10
from glyphy.
So, any chance you can run this on an iPhone5?
Original comment by [email protected]
on 6 Dec 2012 at 7:19
from glyphy.
Related Issues (12)
- glyphy-demo doesn't compile on MacOS X HOT 3
- including glyphy-freetype.h as extern "C" in C++ causes casting errors HOT 1
- 뷁 in Korean has rendering issue. HOT 2
- glyphy-demo: Handling startup parameters in a more robust way
- Code review request
- Add some documentation of glyphy interals HOT 2
- DIP not supported? HOT 1
- What platforms does the lib target? HOT 6
- pkg-congig HOT 1
- pkg-config .pc file is out of sync with libtool output HOT 2
- pkg-config reports corrupt --cflags HOT 2
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from glyphy.