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Hello everyone,
I'm the developer of the Tiny Graphics Engine ("Tigre").Two days ago I recived a HD2 test sample and now i discovered a general problem with opengl that affects ALL OPEN GL Applications, no matter if the graphics patch is installed or not. The problem is the following: if sense is enabled and you start any opengl application it works fine. If you terminate and restart the application multiple times, it will crash and you cannot start any opengl app anymore without softresetting. I investigated a bit and found the problem: While creating the EGL context the EGL_BAD_ALLOC error occurs. I'm pretty sure my EGL setup is fine, because a) it work for about 5-7 times b) on the touch hd the error doesn't occur and all other opengl apps i tested have the same issue.
So, does anyone has the same problem, any idea or solution?
PS: its the original 1.66 Rom
I found the solution, just don't terminate the display. Not proper, but seems to work, also with silvermoon and all other opengl apps.
bro, please develope interesting opengl 2.0 game ya
Im working on a game called TrailRacer3D, of course it is powered by my engine that will support opengl 2 soon, so there will be such effects and I hop to show some more screenshots and infos soon The attached snapshot shows the menu, more detailed infos as soon as I'm ready...
Phippu said:
Im working on a game called TrailRacer3D, of course it is powered by my engine that will support opengl 2 soon, so there will be such effects and I hop to show some more screenshots and infos soon The attached snapshot shows the menu, more detailed infos as soon as I'm ready...
Click to expand...
Click to collapse
good luck with your game
Thank you, maybe I'll need some beta testers in 2-3 weeks
OpenGL Configuration Guide
So how does one configure Chainfire3D the best way possible ? It is easy if you know what you are doing. By default, you want to enable as little as possible.
Basics
As stated, you want to enable as little as possible to make apps work the way you want, as the more you enable, the more CPU Chainfire3D will use to do the work.
IMPORTANT #1: Simply enabling all the options is counterproductive, unless you know you need them all.
IMPORTANT #2: Enabling both "Reduce texture quality" and "Unroll textures" is quite a silly thing to do. Read their descriptions, and think about it for a minute
Both options are available because performance-wise, on some hardware one is better, while on other hardware the other is better.
IMPORTANT #3: "Reduce texture size" is NOT compatible with a LOT of apps. If you are seeing weird things, this setting is likely the problem.
(1) When starting out, you simply shouldn't enable anything. When running an app, and it doesn't work as expected, first go into the configuration and see if there is a plugin (only) you can use to make it work better.
(2) If there is no plugin or you are not satisfied with it, try the "Reduce texture quality" option to see if it improves performance. This is the most "compatible" option to use. Though texture memory use is cut in half, often you don't see a big difference (or any difference at all even) in the end-result being displayed on screen.
(3) Alternatively, try the "Unroll textures" option. Be sure to UNcheck the "Reduce texture quality" option when using this.
(4) As last resort, use the "Reduce texture size" option. While this option greatly reduces memory usage and can have an awesome speed improvement as result, it is NOT compatible with a LOT of apps.
(5) If performance is adequate, try enabling the MSAA feature to improve visual quality.
Specifics - Free version
In the free version, you can only configure the "default" settings, so you'll likely be in the Chainfire3D configuration tool a lot. I strongly advise that when you are NOT using Chainfire3D for something specific, you disable all the options. This is better for system performance.
Specifics - Pro version
In the pro version, I strongly advise disabling ALL the options under "default" settings, and ONLY use "per-app" configuration. This will greatly reduce the chance of conflicting settings between different apps, which does actually happen a lot ! It is also the best possible configuration you can have performance-wise.
INSTALL ON HC/ICS/JB AT YOUR OWN PERIL ! - ITS NOT SUPPOSED TO WORK ON THOSE
SGS2 USERS: Upgrading to KG1 (2.3.4) or newer ROM will fix additional graphics glitches, if you are running an older SGS2 ROM.
About
Chainfire3D is an intermediary OpenGL driver. What does that mean? It means that Chainfire3D sits between your apps and the graphics drivers, and can intercept and/or change commands between the two. It has some built-in functions, and can be further extended with plugins to provide extra functionality.
Features
- CF3D OpenGL driver
- NightMode (inspired by Jeff Sharkey, more info here)
--- Handy shortcut to toggle on/off
--- Supports red, green, blue, amber, salmon and custom (pro only) modes
- Global OpenGL manipulation
--- Reduce texture size
--- Reduce texture quality
--- Unroll textures
--- BGRA emulation
--- Load plugins
--- Replace shaders
--- (Pro) Disable Chainfire3D detection
--- (Pro) Dump all shaders
--- (Pro) Force depth buffer size (EGL)
--- (Pro) Force MSAA (MultiSample Anti-Aliasing) (EGL)
- (Pro) OpenGL manipulation on a per-app bases
- (Pro) Fix market settings
- (Pro) Manage installed plugins and shaders
- (Pro) Backup and restore settings, plugins and shaders
A bit more detail about some features
NightMode
NightMode reduces the number of colors on your screen, which on OLED screens saves a lot of battery. The various modes (especially red) are also great in low-light conditions, as they have less effect on your night-vision than a full-color screen
Generic note about textures
The features below are only used if a texture format is supported. Natively Chainfire3D only supports raw textures, but these can be extended through plugins.
Reduce texture size
This essentially cuts (supported) textures' resolution in half, which usually reduces memory use (4x) and improves performance, at the cost of slightly reducing texture quality. This is not compatible with all apps! For many 3D apps, this works, as the GPU stretches the graphics, but it does not work for many 2D apps.
Reduce texture quality
This converts 32-bit textures to 16-bit textures, reducing memory use (2x). This will lower texture quality, but for many games the difference isn't even visible. Whether this is actually faster or slower depends on your hardware.
Unroll textures
Converts non-32-bit textures to 32-bit. This should not influence texture quality, but it does use more memory. On some hardware this is faster than using 16-bit textures.
Disable BGRA emulation
Some GPU's do not support BGRA - in this case, Chainfire3D emulates BGRA support. Developers may not expect this (i.e., hardcode features for a specific GPU) and it may cause issues. If red and blue appear swapped in-app or in-game, enable this feature, and see if it helps.
Disable Chainfire3D detection
For compatibility reasons, Chainfire3D announces to applications that it is being used. Using this feature you can turn that off.
Depth buffer (per-app only)
Some apps expect a certain depth buffer size. Without setting this, they may not run (at all). This feature should only be used if an app specifically requires it - there is a good chance apps will NOT run if you change this setting the wrong way.
MSAA (MultiSample Anti-Aliasing) (per-app only)
Enabling MSAA drastically improves image quality at the cost of performance. Lines/edges become much smoother. Available options are automatic (the app decides), 4x, and 16x. Most apps don't enable MSAA themselves at all. The ARM Mali 400 MP (used in the SGS2) can even do 4xMSAA at no performance cost. Note that if your GPU does not support the level of MSAA requested, the app will likely not start at all.
Fix market settings
Plugins may add support for various features not normally supported by your hardware. Market, however, only reports the functionality your hardware provides. Using this feature, Chainfire3D will adjust Market so it also shows apps that require the features provided by the plugins. This is not useful without the plugins
Backup and restore settings
Backup and restore all app settings, plugins, shaders, etc to/from your SD card
Plugins / API
At the moment, the Plugin API is rather limited, but it does allow for some rather interesting plugins like Tegra2 / PowerVR / ATI texture emulation (see the API docs a post below). The idea is to further improve Chainfire3D so Plugins can manipulate the entire OpenGL data stream.
Shaders
From version v1.9, you can replace app's shaders with your own modified versions. See a few posts down for further details.
Pro version
As outlined above, the Pro version adds a little bit of functionality. Purchasing it will support my efforts.
Pro version - warez
Chainfire3D Pro is available from some warez sites, if you feel like ripping me off However I should warn you that none of those versions actually work as the real Pro version does.
Requirements
- OpenGL ES 2.0 (every 1ghz+ phone has this)
- SuperUser / Root
- Writable /system (it will try to remount system as read/write when needed, but the changes need to stick between reboots)
- S-OFF ?
- Having root access from recovery is a big plus to solve problems if you run into them (run "/system/lib/cf3d_uninstall.sh" as root to remove the driver and restore the old one)
CF3D driver installation
There is some risk involved, so you should have either root access in recovery, a CWM backup, or a firmware to flash handy. Nevertheless, the driver has been tested and found working on the following devices:
- HTC HD2
- Samsung Galaxy S
- Samsung Galaxy Tab 7"
- Samsung Galaxy S II
- Samsung Epic 4G
- Motorola Atrix 4G
- Motorola Droid 2
- LG Optimus 2X
- Google Nexus S
It's likely to work on far more devices. So far nobody has reported a failed install, so that's good. Doesn't mean problems can't happen.
Download
Market link (mobile): market://details?id=eu.chainfire.cf3d
Market link (desktop): https://market.android.com/details?id=eu.chainfire.cf3d
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"lightbox_start_slideshow": "Start slideshow",
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Note: If you were running the "CF3D :: NightMode" application earlier, you should uninstall it before installing this.
Plugins / API
Currently available plugins
There are currently no plugins available from my hand, but it appears somebody has compiled and released libGLEMU_NVIDIA, libGLEMU_QUALCOMM, and libGLEMU_POWERVR plugins. You may find them if you search for them
WARNING: I did not write, compile, or release these plugins, and thus I cannot vouch for their quality, or that they don't do anything evil to your device. You should also be aware that they may not be legal to use in your area.
Plugin installation
Plugins are .so files called libGLEMU_xxxxx.so . They should be wrapped in a libGLEMU_xxxxx.zip file. Simply put this zip file on your /sdcard, and use the "Install Plugin" option in Chainfire3D.
API
Attached is a zip file containing some information "by example" on how to build plugins. Read the README.TXT file!
Shaders
About
This might sound like voodoo to some of you, don't worry. Modern OpenGL bases apps and games run programs on the GPU (graphics card) to render the image on screen. These can be quite complicated, and they are not always compatible between different GPUs. Chainfire3D allows you to replace apps' built-in shaders with modified ones. This can potentially fix a number of issues with various apps.
Currently available shaders (ordered by release date)
SGS2 - Riptide GP - Modification by Chainfire. Disables Cube Mapping, makes the game playable
Desire HD - Riptide GP - Modification by scukoemo. Fixes rider lighting issues.
SGS2 - Backbreaker THD - Modification by Chainfire. Fixes error messages, does not fix actual display corruption
Desire HD - Riptide GP v1.1 - Modification by Pr0tEct0.
SGS2 - Riptide GP v1.1 - Modification by crypticc
Shader installation
Shaders are .shader files called xxxxx_xxxxx.shader . They should be wrapped in a shaders_xxxxx.zip file. Simply put this zip file on your /sdcard, and use the "Install Shader" option in Chainfire3D. Be sure to force kill the app you are installing shaders for - that app needs to be restarted for the shaders to be applied. TIP: Going into the per-app settings for an app and changing any setting (and back) will kill the target app.
Shaders - How to modify them (ADVANCED TECH USERS)
This post assumes you know a little bit about OpenGL and shaders. Not a lot, mind you, the shaders I modified I did with no prior knowledge of shaders.
Getting the original shaders
Chainfire3D will automatically detect shaders that do not properly compile, and dump that shader to "/data/data/eu.chainfire.cf3d/files/shaders/processname_crc32.error_dump" and "...error_log". This will generate quite a bit of output in logcat, so you know it happens. In (for example) DDMS, filter on "Chainfire3D" to see only these messages.
The error_log file contains the error message from the GPU, while the error_dump contains the shader source code. (Note that there may be too many newlines).
If the shaders do compile, but they do not actually work (or link - watch logcat to see this happen), the shaders will NOT be automatically dumped. You have to dump them manually. You can do this by going into Chainfire3D per-app OpenGL configuration and enable the "Dump all shaders" option. Chainfire3D will now dump every shader the target app attempts to compile. The file name is the same, but it's extension is ".dump" instead of ".error_dump".
Modifying the shaders
You can simply ADB pull the files out of the "/data/data/eu.chainfire.cf3d/files/shaders/" directory. Handy tip: if you do not specify a filename, ADB will pull the entire directory.
Now you can simply modify the shader files with a text editor. You may have to convert the files from unix-newline format to windows-newline format. Warning: See the limitations section, you also need to convert the files BACK to unix-newline format!
Testing the shaders
Obviously, you will need to kill the target app first, then you can push the shaders back to the device at the same location. IMPORTANT: replacement shaders need to have the ".shader" extension, instead of ".dump" or ".error_dump". Keep the rest of the filename exactly the same. If you do this correctly, Chainfire3D will replace the apps' shader with the one you just put on the device.
To let Chainfire3D be able to use the shader, note that you must also chmod 666 the file on the device.
Packaging the shaders
So you fixed issues with an app for a certain GPU by modifying a number of shaders. It'd be a shame if you kept it for yourself. Packaging them up is simple: just throw the ".shader" files in a ZIP file, and name the ZIP file as follows:
"shaders_device_targetapp_version.zip"
For example, the SGS2 shader fix for Riptide GP would be something like: "shaders_sgs2_riptide_gp_v1.zip"
Releasing the shaders
Simply post a new post in this thread, attach the shaders (or put them on a file hosting site and link them), and put the details about this shader in that post. Then PM me that you released said shaders (with a link to the post) and I can add them to the list.
Limitations
Please note the following shader limitations:
- Dumps are at most 64 KB. If the shader is larger, it will only be a partial dump
- Shader replacements must be < 64 KB
- Shader replacements must use unix-newlines
- Shader replacements must have < 16384 lines
- Each line in a shader replacement must be < 1024 characters
The awesomeness of this is so big that it almost makes bacon boring.
woot now that's cool stuff =)
Now if only somebody would be so nice to compile and post PVRTC / ATITC / S3TC plugins on an external host, you could play for example TegraZone games on your SGS2
Nice work...
You absolute legend!
This is something I'd like to try out,
too bad I'm a complete nobody when it comes to this stuff.
A step-by-step guide on how to get this running, and I say it's worth 10 bucks in donation!
EDIT:
Or wait a minute. This is no ROM? And it doesn't need any specific ROM? Just root and install? Then I'm rooting, I'm doing it!
booted without any problems on SGS2. much nice stuff here.thx .
Pro version bought! Thanks for all your hard work!
Paid for full too. Not sure how it works but guess we will have instructions when its features can be used. For now I love nightmode anyway. Thanks chainfire
bought pro an instant ago - installed fine on my sgs2
Thanks for another great app!
Gallery doesn't seem to like "Reduce texture size" option, but I use QuickPic most of the time.
SGS i9000, deodexed XXJVO
Is this compatible with voodoo?
Hm. Rooted and installed.
Some apps and games look f#cked up. Big squares instead of score windows, blue dots instead of digits... Fine example is Chuzzle. Anrgy Birds is totally unplayable, I only get the background working, nothing else.
I have tried all variations of settings possible. Even all boxes unchecked, but these games, and others, are still looking and behaving odd.
Edit;
Maybe I'm not using it right. Anyway, I uninstalled the drivers and it went back to normal. I'm waiting for thumbs up before I use this again.
Still, in theory, this is great work! Don't think I think anything else!
It doesnt even give me chance to click allow in superuser popup
and says could not acquire root cess!!
Chainfire you are awesome! I have bought the paid version immidiately and it rocks! I cant wait for tegra plugin to play some tegrazone games. Holy **** Im excited as much as I was when my first child was born! Nah kidding, even more!
Sent from my GT-I9100 using Tapatalk
Hello guys,
I modified several files so you can play without lag in gta 3. The radios were disabled you can turn them back by renaming them (against a loss of performance of course). This does not change the game atmosphere
It work with all the android devices but I have to create this one for the galaxy S.
I created an archive
Step one : Backup your actual audio folder Android\data\com.rockstar.gta3\files\GTA3
Step two : Delete your audio folder
Step three : Just extract it in Android\data\com.rockstar.gta3\files\GTA3
Feel free to send me a return
Sincerely Kwee
________________
V1 Best experience audio but a bit laggy
Features :
- Rain
- Horn
- Ambient noise(Cops, screeching of tires, etc)
- Radio(were disabled by default)
- All dialogues characters
http://dl.free.fr/pEkzTYuei
V2 Middle experience audio but very fast
Features :
- Rain(Tweaked)
- Horn
- Ambient noise(Cops, screeching of tires, etc)
- All dialogues characters
http://www.mediafire.com/?pbm6ny4bswmc3st
V2.1 (Minors tweaks, bugfix(V2.0 work pretty well but i prefer fix it))
http://www.mediafire.com/?a63vs3lf9l8agq2
V3 Middle experience audio but extremely fast
Features :
- Rain(Tweaked)
- Horn
- Ambient noise(Cops, screeching of tires, etc)
- All dialogues characters
- Tweaked sound cars
- Minors tweaks
http://www.mediafire.com/?y133bqgz6z89ll5
__________________________________________________________
Other versions are obsolete. Thank you to download the V4 for a better experience
This archive is the complete folder of gta 3. Thank you for making a backup of your actually folder and delete the existing one before extracting it.
V4 Best experience audio and really fast
- Sd Cache from Xperia Play/Ray (Version 1.3)
- PowerVR and Adreno Img
- All Radios
- gta3.set for best performance
http://www.mediafire.com/?o5t5t86ah81ipkc Part 1
http://www.mediafire.com/?y5713swkksgbt6k Part 2
http://www.mediafire.com/?ma26pn89t5ds433 Part 3
For best performance, I recommanded a sdcard readhead 256 kb or 512 kb.
Tweaks to make yours games more smooth
- Download galaxy tuner and apply my settings in memory manager, you must to be root(Snapshot 1)
- Kill unnecessary services, services leave only these services (see Snapshot 2)
- Put this configuration in gta 3 (only works for version 1.3) (see Snapshot 3)
- Freeze the following applications with titanium backup or app freezer : Allshare, ChocoEuKor (wallpaper), Swype (or keyboard samsung if you do not use it), CoolEuKor, 1.0.0 Error, Print via Bluetooth, Maps, MTP application, RoseEuKor, VPN Services, SNS 1.0, 1.3 Talk
- Overclock your phone at 1,2 Ghz(safely) or 1,4 Ghz(much faster but risky)(see Snapshot 4)
- Use Io Scheduler "Noop"
- Use a bigmem kernel version(break 720p and front cam) but with that i've no slowdown(I would do a video to show you the gameplay on my phone)
A higher LMK or a lower LMK makes your game slow, for me this is the best configuration.
It depends on how many applications you have and the number of services that run in the background.
If you except freezing after 1-2 min on Soc Qualcomm(I think about the i9001, Xperia Ray and other), it's a adreno issue i have not found a fix
If you play on PoverVR chipset, there are no worries
Galaxy [email protected],4 Ghz Kernel Semaphore 2.5.0, Rom XXJVU(edit by me)
Ps: Sorry for my bad english, i'm french...
Edit : Links are dead. V4.0 archive is reuploaded.
https://mega.co.nz/#!scUCHLLS!W7vmzwoayQRADYaiQ5pTXji-FRUVgdZnYKoUSGM7wPs
V2 is Out ! Same experience with and without sound !!
After some changes I got to get an audio folder rather optimized to achieve the same performance (approximately that without sound). Somes sounds was missing but this does not ruin the game experience.
I uploaded this on mediafire.
Edit : Uploaded ! http://www.mediafire.com/?pbm6ny4bswmc3st
V3 is out ! Just try it !
V3 is out ! The changes were indicated in the first post
Hi, Thanks for your work i'll be sure to try this and keep it up!
[Gta 3]Audio Performance Tweak [V4] Lags demystified
I recently installed Gta 3 on a Xperia Ray, it worked perfectly on it (Xperia ray Snapdragon MSM 8255 to 1 GHz). I was a little surprised then I decided to copy the data on my phone and go through Chainfire 3D plugin Qualcomm). The game worked better than my old data but lacked a lot of textures). So I modified the data by adding images to PowerVR chipset. Results: No more lag with all audio. I do not really understand why I'm trying to dissect the data to see why. Knowing that the game has been optimized Xperia play I think the code is less heavy for its chipsets. Other Soc PowerVR are carrying a dual core. This is my theory. If anyone has more info is welcome. I'm currently uploading the "optimized" archive.
Awesome. Thanks dude
Sent from my galaxys using xda premium
Remount script for data audio on External SD
This is a tweak for those who have an external memory card, the script can raise the audio file Gta 3 on the sd card. It allows you to empty your memory a bit but mostly frees your internal map of a load. This allows for an even smoother gta 3. I will soon make a list of all the tweaks which make the phone more responsive.
To run the script you need a kernel that supports init.d if it does you can follow these instructions
- Make a copy of your audio file (/ mnt/sdcard/Android/data/com.rockstar.gta3/files/GTA3/audio)
- Copy the audio file on your external card (path / mnt / sdcard / external_sd)
- Copy my script in / system / etc / init.d with Root explorer or file manager
- Restart your phone
The audio file will be physically Gta 3 on your external card but the system will think the content is still in / mnt/sdcard/Android/data/com.rockstar.gta3/files/GTA3/audio
nice work, will try this one later today
which rom are you using for playing gta3?
Just a rom XXJVU changed with my tweaks and devoid of the bloatwares.
I understood why the Xperia ray cache / play is faster. The game has been optimized to take less memory (The Xperia Play has 512 mb of ram). In Gta 3 there are two factors slowdowns: audio and memory.
The Xperia Play cache is optimized to take less ram, that eliminates one factor. This leaves the audio (the audio code of Gta 3 is really poorly optimized). By combining my two "tweaks", this allows a game much more fluid and enjoyable.
i'm not sure if there's any difference between the original files and the files that you provided because i couldnt get the wifi to download the original files.
so i just put your folder into my sd card and the game worked. not as smooth as i'd like but it's good enough.
i just downloaded the v3 pack to replace the v4 audio pack because im still getting horrendous lags whenever a sound plays in the game.
thanks for your effort, buddy.
May I ask how big is the performance boost gained by using the adreno cache?
This is really awesome!
Aside from the boost in FPS, graphic improvements such as car lights and traffic lights were also included. It's really smoother than the original files.
One question though, why is the game files from V4 a hundred megabytes larger than the original game files for my Xperia Play? Did you add some other things besides the performance tweaks? Were the audio files the only ones you manipulated or are there other unlisted manipulations you did? I'm being paranoid, please help me clear my mind. I don't want strange things happening to my phone or my Xperia PLAY optimized games. Thanks!
I tried V4 on a i9000 with cm9 kang. The run much faster but it lacks a lot of textures.
how can i fix it?
I had the files downloaded already, didn't want to unzip all the things from v4, so i only changed the audio with v3...and wow...it wasn't running this nice even on Gamerz rom (JVU)...i'm on Simply ICS 2.9 right now, glitch kernel v14 b6...everything is perfect...no lags at all...overclocked to 1.4 GHz
I'm glad i found this thread...
Hello people, first thank you very much matyas69 for sharing with us your work with sounds and creating those 4 packs.
I managed to install GTA 3 on ZTE Skate and now it runs smooth on it the only problem i have it only runs smooth if I delete audio file (turn sound off) so I tryed to use your v3 sound pack but it still runs bad with it.
For budget phone like ZTE Skate GTA 3 can work with sound only if it has just basics.
So i would like if you can make sound pack with only:
Car sound when it hit something, tire sound
Weapons sound, movie voices sound
Turn off:
All background sound
Siren sound (it is on too often)
Engine Sound (it is on too often)
Pedestrians comments sound
Or if I am asking too much can you give me advice how i can myself turn all those sounds off. There is much ppl with budget phone who would like pack like that also ppl who like extreme performance so it would be good to have extreme performance sound pack
Thanks in advance
Thx
Gesendet von meinem GT-I9000 mit Tapatalk 2
FC in GTA III
I have a Samsung Galaxy S Vibrant running on 2.2Froyo(Toxic Rom & DMZ Kernel)
Even games like 9mm & Asphalt 6 run fine on my device, with overclock(in rare cases)
But I have installed GTA III v1.3 and took Titanium Backup.
Then I downloaded SD data from some site. I have two versions of the same(So basically my first question is that is SDcard data size specific to a version,and as long as it is higher it shouldn't be a problem rite?)
And then I copied audio from your v1.4 Sddata zip.
Now, I have tried with different launchers - GO, Zeam and killing tasks or boosting memory ,etc.
But when I click on GTA III, after I accept EULA and it asks me to download data(I press back button)
and then press home key.
then when I click GTA III from notifications, it opens up and then after two vibrations or so, it closes itself, without any error message(like this process stopped responding).
I know this is independent of your audio tweaks.
But I have tried numerous times, yet i can't get this game working on my device.Please help !!
nice i try v3 and worked amazing but now il try to test v4 and apparently part2 went offline, can reupload please?
Nice work!
We're developing live wallpaper with OpenGL ES 2.0 on Nexus 10.
Live wallpaper uses 2 small (128x128) external framebuffers to make ping-pong rendering between them to blur image.
While this works perfectly fine on any device (even on aged Motorola Milestone) there is a strange issue with Nexus 10. This works only if device is in landscape orientation. If device is rotated in any other position (90, 180 or 270 degrees) framebuffers has only clear color. I've set glClearColor to red so it is clearly visible that these framebuffers are cleared but nothing is rendered into them.
I've tested it on Tegra 2, Tegra 3, Adreno 200, Adreno 320, 2 PowerVR GPUs and it works just fine.
This looks like some weird driver bug, but might also be some specifics of Mali driver. That's why I ask you to test app and confirm or decline this misbehavior on your devices.
You can download test APK here: https://dl.dropboxusercontent.com/u/7197208/LiveWallpaperAnimTest.apk It is a live wallpaper app, install it and select 'Test' live wallpaper (has an icon with rose).
As you can see, in default landscape orientation you will see some 'bloom' effect around bird which is implemented by ping-pong rendering between 2 framebuffers. In any other device orientation it doesn't work and fills FB with clear color (red).
If you confirm this issue and you are registered on Mali Developer Center you can reply to this thread to drag more attention to it: http://forums.arm.com/index.php?/to...xternal-rendertarget-works-only-in-landscape/
Also I've posted a related question on StackOverflow (with code samples), filed a bug to Google Code and Mali Developer Center:
http://stackoverflow.com/questions/...external-rendertarget-works-only-in-landscape
http://code.google.com/p/android/issues/detail?id=57391
http://forums.arm.com/index.php?/to...xternal-rendertarget-works-only-in-landscape/
By confirming issue on Google Play or Mali Developer Center you will draw attention of Android developers, making it possible for them to pay attention for this issue and release a fix.
Hi everyone,
Wanted to let the community know that we've created a game modding driver called MantaMod, which works directly at the OpenGL ES stream by intercepting it before passing on to the actual Android device gpu driver. Since it works at the driver layer, control or modding of Android games can be done without needing to change the original game APK package.
We are a small team and haven't had a chance to try it out ourselves on the Shield device though, so it'll be great if someone could give it a shot. Any feedback or 'wishlist' for desired features / supported games is much appreciated! Do drop us a note at [email protected], we'll be glad to hear from you.
Some background:
Things that can be done with MantaMod include:
- Texture Replacement: run-time dynamic insertion of custom textures into games allowing you to change the game graphics without needing to modify the original APK.
- Unlocked view camera: via run-time gpu shader replacement, you can unlock the game view camera and freely move it around anywhere in the 3D game scene without moving your player character
See some screenshots of the free-camera feature in the DeadTrigger zombie shooter game, as well as screenshots of various graphics mods done in Clash of Clans, SubwaySurf, AngryBirds Star Wars, etc on www.facebook.com/mantamod, www.twitter.com/mantamod or our website www.mantamod.com
Cheers
The MantaMod Team
mantamod said:
Hi everyone,
Wanted to let the community know that we've created a game modding driver called MantaMod, which works directly at the OpenGL ES stream by intercepting it before passing on to the actual Android device gpu driver. Since it works at the driver layer, control or modding of Android games can be done without needing to change the original game APK package.
We are a small team and haven't had a chance to try it out ourselves on the Shield device though, so it'll be great if someone could give it a shot. Any feedback or 'wishlist' for desired features / supported games is much appreciated! Do drop us a note at [email protected], we'll be glad to hear from you.
Some background:
Things that can be done with MantaMod include:
- Texture Replacement: run-time dynamic insertion of custom textures into games allowing you to change the game graphics without needing to modify the original APK.
- Unlocked view camera: via run-time gpu shader replacement, you can unlock the game view camera and freely move it around anywhere in the 3D game scene without moving your player character
See some screenshots of the free-camera feature in the DeadTrigger zombie shooter game, as well as screenshots of various graphics mods done in Clash of Clans, SubwaySurf, AngryBirds Star Wars, etc on www.facebook.com/mantamod, www.twitter.com/mantamod or our website www.mantamod.com
Cheers
The MantaMod Team
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this is interesting, can I try?