Peter Dwyer's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| iPhone 3GS: OpenGL ES 2.0 | @Bret I'm old enough to rememeber the Spectrum 48k vs the Spectrum 128k and the similar commodore... read more | 06/14/2009 (10:10 am) |
| C'mon iTGB | The iPhone is drawcall limited. Every time a mesh is drawn you add a drawcall. Everytime a metarial ... read more | 06/02/2009 (11:35 am) |
| Error (0xE8000051) | Remember to install the latest XCode that ships with the 3.0 SDK. This has better integration with t... read more | 06/02/2009 (11:28 am) |
| Is iTGB using my PVR textures. | Ahh ok so it's a bug with the png loader! Cheers... read more | 05/29/2009 (4:49 pm) |
| Is iTGB using my PVR textures. | @Matthew Are you sure you are using PVR for most of your images? I went through the whole proc... read more | 05/28/2009 (12:57 pm) |
| xcode iphone build | The second target is for building the .dso files. You shouldn't need to use it unless you have someh... read more | 05/28/2009 (8:16 am) |
| Is iTGB using my PVR textures. | ....And that's why I said no PVR doesn't work when you asked the original question. I had hoped to s... read more | 05/27/2009 (10:17 am) |
| FPS slowly going down? | I would guess that you have a leak of some kind. Things to check:- 1. Are you creating objects bu... read more | 05/27/2009 (10:10 am) |
| Is iTGB using my PVR textures. | In a word no. I think this was raised as a bug by someone, though I have no Idea what the status ... read more | 05/25/2009 (12:55 pm) |
| Fresh release build causes problems | Justin Trust me you are on the same page with everyone else. I couldn't get iTGB to work at all a... read more | 05/24/2009 (4:37 pm) |
| RESOLVED: iTGB 1.2: Play only works once on OSX | Yep I can confirm this bug!... read more | 05/24/2009 (4:34 pm) |
| Fresh release build causes problems | Hi Justin You are building for 2.0, which is where a lot of the errors are coming from. Build for... read more | 05/24/2009 (8:21 am) |
| Download is croupted | The download seems to be ok. Try downloading it again. I've just downloaded and installed it success... read more | 05/23/2009 (10:55 pm) |
| Fresh release build causes problems | Can you do a cut and paste of the errors? We'll try to sort you out but, you need to give as much... read more | 05/23/2009 (10:23 pm) |
| Game preparation prior to upload to App store | Dirk If you use the script optimization build of iTGB then a .dso created with TGB will not work ... read more | 05/23/2009 (10:21 pm) |
| "Cannot access memory at address 0x10"... need some advice | What is owner set to?... read more | 05/23/2009 (7:43 am) |
| Fresh release build causes problems | Obvious question here but, have you installed the 2.2.1 iPhone SDK or the 3.0 iPhone SDK along with ... read more | 05/23/2009 (7:38 am) |
| Projectiles cause 5fps frame drop each? | @Zeinad Creation of objects on iPhone tends to cause slowdown. The best solution is to pre-create... read more | 05/23/2009 (12:17 am) |
| Projectiles cause 5fps frame drop each? | I keep saying this (or typing it if you want) but, the iPhone isn't a mac or a PC. It's not capable ... read more | 05/22/2009 (9:36 pm) |
| xcode iphone build | There isn't any other target to build for. Unlike say iTGB, iTGE only has the one target and that IS... read more | 05/22/2009 (9:32 pm) |
| Polysoup | Yea I'm assuming that by polysoup he's not referring to a box!... read more | 05/22/2009 (9:31 pm) |
| Level/Dif progress. | I'm kind of using a modified version of iTGE. Using Difs is not really good where iPhone performance... read more | 05/22/2009 (8:08 pm) |
| PSK and Torque X 3.0.0 | @Phillip Where is the Torque X platformer forum of which you speak?... read more | 05/22/2009 (10:44 am) |
| Level/Dif progress. | Best setup I have found for a game on iPhone is to have occlusion culling in full effect. Single mes... read more | 05/22/2009 (9:22 am) |
| Polysoup | You realise this is a phone right. It can't handle polysoup collisions!... read more | 05/21/2009 (6:07 am) |
| Installed our game on a device that has OS 3.0, increased load times | @Raphael You've got it backwards. If you build against the 3.0 target they will immediately rejec... read more | 05/20/2009 (8:10 am) |
| Level/Dif progress. | Mesh grouping, which is what Luke is referring to, would require all meshes in the group to share a ... read more | 05/20/2009 (1:31 am) |
| Level/Dif progress. | Make sure the portals are not overlapping!... read more | 05/19/2009 (9:38 am) |
| 3D games on Xbox360 may crash. | Thanks John. Unfortunately they would have had to include that note. I would rather GG were honest a... read more | 05/19/2009 (9:36 am) |
| Level/Dif progress. | Blazingly fast interiors would require simply single texture interiors, with no multi-texturing and ... read more | 05/18/2009 (9:14 pm) |
| Installed our game on a device that has OS 3.0, increased load times | Actually the latest version of XCode also fixes many of the E80000001 errors of deploying to the iPh... read more | 05/18/2009 (9:03 pm) |
| iTGB_1.2 shows "bogus mRemapTable[i] value in Monaco 13" errors | Why would there be 60000 errors caused by this?... read more | 05/18/2009 (4:04 pm) |
| Level/Dif progress. | You need to have ambient light on everything and then bake the lightmaps into the textures. Remember... read more | 05/18/2009 (9:30 am) |
| 3D games on Xbox360 may crash. | @Henry Your question is 100% valid. From what the microsoft guys have said (I'm a creators club p... read more | 05/16/2009 (7:34 pm) |
| Disappearing Text | There are two places to add this for (int i=0; i<currentPt; i+=4) { glDrawArrays( GL... read more | 05/16/2009 (4:36 pm) |
| Disappearing Text | I take it the first picture is from the simulator, while the second is from the device. In this c... read more | 05/16/2009 (4:13 pm) |
| Disappearing Text | Check you are using a font size that is actually available within your game.... read more | 05/16/2009 (8:33 am) |
| iPhone OS 3.0 compile bugs | @Ronny In my experience with good old Apple. It's never a good idea to use their beta software to... read more | 05/14/2009 (6:02 pm) |
| Engine Code Question | No reason or benefit whatsoever. It's a mistake by whoever wrote the original code. ... read more | 05/14/2009 (5:54 pm) |
| 3D games on Xbox360 may crash. | I would second that question as it seems a fundamental requirement that Torque X actually works on a... read more | 05/14/2009 (11:38 am) |
| Build Project output not working | The initialize project error is caused by the executable running in the wrong directory. The builder... read more | 05/12/2009 (9:05 pm) |
| Build Project output not working | @Collin On the mac (I have a macbook here for my iphone stuff) you simply need to copy the PSK TG... read more | 05/12/2009 (7:43 pm) |
| iPhone OS 3.0 compile bugs | Why are you targetting a beta? Because it's beta even Apple will not accept anything build specif... read more | 05/12/2009 (4:50 pm) |
| itgb 1.2 and Platformer demo | There were 2 versions of the same function in the iTGB compiledEval file. I had to change both when ... read more | 05/09/2009 (11:26 am) |
| itgb 1.2 and Platformer demo | Did you change all versions of the function in compiledEval?... read more | 05/09/2009 (10:19 am) |
| itgb 1.2 and Platformer demo | Did you make all the changes again i.e. updated the code files and added the tDictionary or changed ... read more | 05/09/2009 (9:58 am) |
| Text Corruption when using GuiMLTextCtrl on iPhone | Is this still a bug in 1.2?... read more | 05/09/2009 (9:16 am) |
| iTGB 1.2: Generate PVR does not prevent builder from copying png | Ah I haven't created a new thread in a while so I didn't realise they had added those check boxes. O... read more | 05/09/2009 (9:14 am) |
| Components and Build | @Bret Are you including your components in the correct build of the application? They need to ... read more | 05/09/2009 (8:47 am) |
| iTGB 1.2: Generate PVR does not prevent builder from copying png | Ah thanks for clarifying Ronny. I didn't notice it when I did a test run of my app at 2am in the mor... read more | 05/09/2009 (8:41 am) |