ATI radeon xpress 200 doesn’t work fine with TUER, I already said it. The ATI Radeon Xpress 200 has some problems in memory allocation, it is not a secret. Yesterday, my collegue and me had had the same problem than you. Nevertheless, when I use TUER with smaller VBO, I get 62 FPS with this ATI chipset. That’s what happened at the beginning of september when I tested the first implementation of the handling of impacts on the walls for the experimental mode. If you are assuming that I’m wrong, I can add a key in the game to allow you to get back to the previous behaviour. The progress bar doesn’t finish because of the free hosting system which is really slow.
Sorry but I can only know which operating system is running the JVM but not exactly which graphics card. TUER checks already if a card supports VBO, vertex arrays and display lists. ATI radeon xpress announces to support the VBO. If you had read some of the previous post, you would know that the slow mode (which uses the software rendering) is activated only if you push F3. The default mode is the experimental mode which uses JOGL. My own graphics card “should” have worse performance than yours and I get 17 FPS.
Sorry again but I don’t appreciate your humour. I worked about 1000 hours on this game, I still have a lot of work to do on it obviously. TUER works between 8 and 225 FPS on the graphics cards supporting at least OpenGL 1.3 and with no problem of memory allocation. I won’t try to make an applet, I won’t use a lower resolution. I will simply do what I planned, I will finish to implement the cells-and-portals algorithm, I will then use smaller VBOs as the level will be split into about 150 cells. Then, instead of having only 1 FPS, you will have at least 62 FPS, idem est the same performance you would have had with the previous software clipping algorithm used at the beginning of september. The bug on the memory allocation on the ATI xpress 200 won’t cause the game to be slow as the VBOs won’t be too big for its. I have a way to check how much vertices I can draw with a call of glDrawArrays BUT I have no way to know the maximum size of a full VBO which can be sent to a graphics card, do you see what I mean?