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GapiDraw MFC benchmark


GapiDraw MFC benchmark

Postby warmi » May 29, 2003 @ 8:20am

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Postby blackrob » May 29, 2003 @ 1:01pm

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Postby egarayblas » May 29, 2003 @ 1:46pm

-- home of the think & tap games!
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Postby efortier » May 29, 2003 @ 5:16pm

Last edited by efortier on May 29, 2003 @ 7:13pm, edited 2 times in total.
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Postby warmi » May 29, 2003 @ 5:44pm

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Postby blackrob » May 29, 2003 @ 5:50pm

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Postby StarFury » May 29, 2003 @ 10:14pm

<B><I> Earth Needs You! Don't Let Us Down - </I> <A target="_blank" HREF="http://www.pocketblasters.com">Galactic Assault - Invaders Turbo Edition - Teddies Revenge</A> [All for FREE!!]</B>
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Postby ppcStudios » May 29, 2003 @ 11:32pm

G.R. Moore
President/CEO
Pocket PC Studios
www.ppcstudios.com

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Postby egarayblas » May 30, 2003 @ 1:59am

-- home of the think & tap games!
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Postby Johan » May 30, 2003 @ 1:52pm

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Postby blackrob » May 30, 2003 @ 1:59pm

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Postby Johan » May 30, 2003 @ 2:56pm

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Postby gersen » May 30, 2003 @ 3:56pm

iPAQ 3950: 100 sprites portrait, 250 sprites landscape

landscape is 2.5 the speed of portrait... very funny :?!
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Postby Johan » May 30, 2003 @ 4:08pm

gersen: That's basically due to the way the sprite bitmap is stored. When row2 [x=0, y=1] == row1[x=0, y=0] + 16 bytes, the cache will store two rows of sprite information with one memory read. If I had used a 64x64 pixel sprite the performance in landscape and portrait mode would be identical on all devices.

The reason the performance difference is less on the 548 is that it has a smaller read cache that the ARM CPU.
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Postby gersen » May 30, 2003 @ 5:05pm

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The Cross-platform Graphics SDK for Palms, Pocket PCs, Symbian Devices, and Stationary PCs.

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