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  1. Replies
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    Re: Downloading SIS files to phone browser

    Thanks, hopefully all sorted now.
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    Downloading SIS files to phone browser

    I've had people having problems when downloading my SIS files from the web (from http://www.oval-racer.com/download.html ) to their phone browsers that they aren't recognised as binaries to install...
  3. Re: No support for eglCreatePixmapSurface EGL_PIXMAP_BIT on N93?

    Thanks, much simpler solution than I thought it might be. It's not in a speed critical part of the code, just in UI dialogs not the main game play so can live with the slow down.
  4. No support for eglCreatePixmapSurface EGL_PIXMAP_BIT on N93?

    I'm trying to get my OpenGL code running on an N93, and there don't appear to be any surfaces available that support EGL_PIXMAP_BIT, am I doing something wrong or is it right that the only way you...
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    Re: Possible OpenGL ES implementation bug

    This is just how the fontbitmap server works, it puts it's large bitmaps into seperate heaps to stop churning it's own heap, totally outside my control.



    I've worked around it by destroying and...
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    Possible OpenGL ES implementation bug

    I'm using the OpenGL ES implementation under WINSCW on Seris 60 3rd Edition with the OpenGL ES 1.1 extension installed.

    I'm using OpenGL ES writing directly to a window, when the screen is rotated...
  7. Re: Signing multiple versions with minor text changes

    The plan wasn't to put them all in the same sis. What I wanted to do was seperately signed binaries for S60 V8, S60 V9 and UIQ3. Then also have signed passive content files which contained the url's...
  8. Signing multiple versions with minor text changes

    I want to distribute my application as a free demo download with an unlock code to access the full game.

    Quite understandably sites like Handango want demo versions downloaded from their site to...
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    Re: Switching to Low Res mode on V9.1 phones

    Thanks for this, I've done a super optimised double blitter to an intermediate bitmap, then BitBlt that to the screen using DSA without direct memory access and got a playable speed out of the game....
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    Re: GCCE total lack of optimisation

    Check out the link from Stichbury, the first message in that thread tells you how to do it.
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    Re: Optimization issue very very urgent

    I think the compiler options are all about the V9 version of the O/S not V8. If you do move over to V9 later make sure you've read the recent threads on the issue and turn on optimisation.

    But for...
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    Re: GCCE total lack of optimisation

    Whilst the release notes explain problems with the -O2 option, they do say:

    "Use of lover level optmization (-O1) is recommemded."

    But even that isn't enabled by default, and it did sort out my...
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    Re: GCCE total lack of optimisation

    The link was a help thanks, I had semi got there on my own, I'd worked out to hack the -O1 optimisation into gcce.mak, but the link gives a much more complete solution.

    Have to say it seems an...
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    GCCE total lack of optimisation

    I've just used the "listing" command to get a listing of what assembler the compiler is outputting and can't believe what a total pigs ear it's making of it. I realise the free compiler is not meant...
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    Re: Switching to Low Res mode on V9.1 phones

    Using DrawBitmap was a total no hoper, way too slow.

    The DSA method could be fast enough, but how safe is direct screen access under V9.1 of the O/S? Are there any capability issues with writing...
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    Re: Switching to Low Res mode on V9.1 phones

    By scale it up do you just mean using a DrawBitmap call from a 176x208 bitmap to the full screen resolution? I have been planning on giving this a try, but I'm guessing it'll cost even more time than...
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    Re: Switching to Low Res mode on V9.1 phones

    Thanks for giving it a go. It's worrying that even if I do crack the problem on the E60 it looks it won't work on your N80 as it doesn't have that screen mode. These high res phones are a real pain...
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    N90 Case Close with OpenGl ES problem

    On the N90 if I close the case whil my app is running in full screen OpenGL ES mode it seems to hang the app, or at least leave it stuck burning around flat out.

    The phone isn't left totally dead,...
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    Re: Switching to Low Res mode on V9.1 phones

    Using the CWsScreenDevice::NumScreenModes() and CWsScreenDevice::GetScreenModeSizeAndRotation() functions on an E60 it indicates 176x208 video mode is available.

    On a QVGA N73 the calls don't show...
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    Switching to Low Res mode on V9.1 phones

    I've got an OpenGL ES game that runs perfectly on V8.x phones with 176x208 resolution. On the N90 I run it in compatibility mode to keep the frame rate up as driving the double resolution display...
  21. Re: Please I need Urgent Help, Static CallBackTimer Problem

    You want to try something along these lines, where doTimerCallBackL() is not static:

    void CSocketsAppUi::doTimerCallBackL()
    {
    // call the function you need...
  22. Thread: PlayPac

    by greatape
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    Re: PlayPac

    You should be ok on 3rd edition phones as long as you're not using any of the restricted features, which you shouldn't need to for a simple game.

    Althought porting to 3rd edition can be a...
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    Re: Vibrate API on 8.1 phones

    Just reviving this old thread has I've had a report that vibrate isn't working on the N70 (an 8.1 phone). The N70 is one of the phones I don't have to hand so hard to investigate this.

    Can anyone...
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    Re: Problem signing with developer certificate

    Was just writing up a reply to you, double checking exactly what I was doing and what errors I was getting, then sussed the problem.

    I was supposed to be using RSA encryption not DSA, but there...
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    Problem signing with developer certificate

    I've obtained a developer certificate and am now trying to sign my .sis with it, however it's giving error.



    I've tried using the -cr paramater in case it was using RSA not DSA but that got the...
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