Update gl3d demos so they run on real hardware (STMF407VGT6). Basically reduce the zbuffer size.
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0f3f8f68f8
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fbc9ce3a45
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@ -29,6 +29,9 @@
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#include "gfx.h"
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#define GL3D_WINDOW_SIZE 120 // Limits zbuffer size to program runs in 192k limit on STMF407
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#define FRAME_DELAY 20 // 20ms should be approx 50 frames per second less CPU overheads.
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#include <math.h>
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#ifndef M_PI
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# define M_PI 3.14159265
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@ -267,7 +270,7 @@ int main(void) {
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GWindowInit wi;
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gwinClearInit(&wi);
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wi.show = TRUE; wi.x = 8; wi.y = 8; wi.width = gdispGetWidth()-16; wi.height = gdispGetHeight()-16;
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wi.show = TRUE; wi.x = (gdispGetWidth()-GL3D_WINDOW_SIZE)/2; wi.y = (gdispGetHeight()-GL3D_WINDOW_SIZE)/2; wi.width = GL3D_WINDOW_SIZE; wi.height = GL3D_WINDOW_SIZE;
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gh = gwinGL3DCreate(0, &wi);
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}
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@ -278,7 +281,7 @@ int main(void) {
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while(TRUE) {
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// rate control
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gfxSleepMilliseconds(10);
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gfxSleepMilliseconds(FRAME_DELAY);
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// move and redraw
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spin();
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@ -29,6 +29,9 @@
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#include "gfx.h"
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#define GL3D_WINDOW_SIZE 120 // Limits zbuffer size to program runs in 192k limit on STMF407
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#define FRAME_DELAY 20 // 20ms should be approx 50 frames per second less CPU overheads.
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/* The handle for our Window */
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GHandle gh;
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@ -138,7 +141,7 @@ int main(void) {
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GWindowInit wi;
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gwinClearInit(&wi);
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wi.show = TRUE; wi.x = 8; wi.y = 8; wi.width = gdispGetWidth()-16; wi.height = gdispGetHeight()-16;
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wi.show = TRUE; wi.x = (gdispGetWidth()-GL3D_WINDOW_SIZE)/2; wi.y = (gdispGetHeight()-GL3D_WINDOW_SIZE)/2; wi.width = GL3D_WINDOW_SIZE; wi.height = GL3D_WINDOW_SIZE;
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gh = gwinGL3DCreate(0, &wi);
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}
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@ -162,7 +165,7 @@ int main(void) {
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while(TRUE) {
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// rate control
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gfxSleepMilliseconds(10);
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gfxSleepMilliseconds(FRAME_DELAY);
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// move and redraw
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spin();
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