diff --git a/test/tutorial/tut03.cpp b/test/tutorial/tut03.cpp index 35483362..40ce31d7 100644 --- a/test/tutorial/tut03.cpp +++ b/test/tutorial/tut03.cpp @@ -147,7 +147,8 @@ public: double oldradius = m_radius; #ifdef __CELLOS_LV2__ m_radius *= pow(2.0, -deltams * 0.00005); - m_center = f64cmplx(0.001643721971153, 0.822467633298876); + m_center = f64cmplx(-.22815528839841, -1.11514249704382); + //m_center = f64cmplx(0.001643721971153, 0.822467633298876); #else double zoom = pow(2.0, (buttons[0] ? -deltams : deltams) * 0.0025); if (m_radius * zoom > 8.0) @@ -270,6 +271,8 @@ public: m_size.x / 2, m_size.y * 2, 0, TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels); #if defined __CELLOS_LV2__ + /* We need this hint because by default the storage type is + * GL_TEXTURE_SWIZZLED_GPU_SCE. */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ALLOCATION_HINT_SCE, GL_TEXTURE_TILED_GPU_SCE); #endif @@ -427,10 +430,18 @@ public: { m_dirty[m_frame]--; +#ifdef __CELLOS_LV2__ + /* glTexSubImage2D is extremely slow on the PS3, to the point + * that uploading the whole texture is 40 times faster. */ + glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT, + m_size.x / 2, m_size.y * 2, 0, + TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels); +#else glTexSubImage2D(GL_TEXTURE_2D, 0, 0, m_frame * m_size.y / 2, m_size.x / 2, m_size.y / 2, TEXTURE_FORMAT, TEXTURE_TYPE, m_pixels + m_size.x * m_size.y / 4 * m_frame); +#endif } /* If other frames are dirty, upload fake data for now */