Search found 19 matches
- Tue Sep 18, 2007 3:13 am
- Forum: PSP Development
- Topic: font displaying suggestions?
- Replies: 6
- Views: 2579
- Mon Sep 17, 2007 11:06 pm
- Forum: PSP Development
- Topic: font displaying suggestions?
- Replies: 6
- Views: 2579
- Mon Sep 17, 2007 9:10 am
- Forum: PSP Development
- Topic: font displaying suggestions?
- Replies: 6
- Views: 2579
- Mon Sep 17, 2007 8:47 am
- Forum: PSP Development
- Topic: font displaying suggestions?
- Replies: 6
- Views: 2579
font displaying suggestions?
After trying to use freetype and similar libs to displaying fonts in opengl, all failed because of the "ERROR: Install autoconf before continuing." under cygwin (I do have autoconf automake installed plus sources via the cygwin setup that shows you the packages already installed...I double...
- Mon Sep 17, 2007 4:36 am
- Forum: PSP Development
- Topic: How did you learn & Suggest ways to learn?
- Replies: 8
- Views: 3745
I'm another noob in psp development, if you are used to Netbeans ide, I suggest you to code there. Beside it's really free 4 all purposes, nb is native for java and you can easily download the C/C++ pack and use the cygwin make as the compiler. In only one enviroment you can output java, C for pc an...
- Mon Sep 17, 2007 3:13 am
- Forum: PSP Development
- Topic: taking out functions, casting failures
- Replies: 2
- Views: 1221
- Sun Sep 16, 2007 1:04 pm
- Forum: PSP Development
- Topic: taking out functions, casting failures
- Replies: 2
- Views: 1221
taking out functions, casting failures
why in my code, having: void DrawScene( void ) { sceGuStart( GU_DIRECT, dList ); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGumMatrixMode(GU_MODEL); //----- shape 1 sceGumLoadIdentity(); { ...
- Sun Sep 16, 2007 12:56 pm
- Forum: PSP Development
- Topic: alpha channel cutoff
- Replies: 2
- Views: 1309
- Sun Sep 16, 2007 12:12 pm
- Forum: PSP Development
- Topic: alpha channel cutoff
- Replies: 2
- Views: 1309
- Sun Sep 16, 2007 11:35 am
- Forum: PSP Development
- Topic: alpha channel cutoff
- Replies: 2
- Views: 1309
alpha channel cutoff
I've achieved enabling transparency on a prog, but I my textures blend like they were in GIF format with 1 color set to transparent, while I'm using png with full alpha channel (I tried on explorer that supports full png transparency and I got the exact per-pixel-alpha blending with whatever I set t...
- Sat Sep 15, 2007 2:24 am
- Forum: PSP Development
- Topic: sceGuTexImage 4th parameter?
- Replies: 2
- Views: 2188
I got it! So, if I have only one texture in an image, I will use the image width, while if I have prepared a font table image, I will set the buffer width to the font width so that the gu can jump correctly to the rightmost pixel to the first one of the next line, isn't it? Thanks for telling me, th...
- Fri Sep 14, 2007 12:20 pm
- Forum: PSP Development
- Topic: Need to write something: Freetype? .C? ttf? sdl? Raw? O_o
- Replies: 5
- Views: 4617
- Fri Sep 14, 2007 9:29 am
- Forum: PSP Development
- Topic: Need to write something: Freetype? .C? ttf? sdl? Raw? O_o
- Replies: 5
- Views: 4617
Need to write something: Freetype? .C? ttf? sdl? Raw? O_o
I'm trying to figure out how to display some fonts in opengl without writing from scratch (if possible, of course) something that loads a picture with fonts, splits in many tiny imgs, ecc.. I'm getting sick at seeing to all those different methods discussed in the forums, but none of them seem to wo...
- Fri Sep 14, 2007 8:48 am
- Forum: PSP Development
- Topic: sceGuTexImage 4th parameter?
- Replies: 2
- Views: 2188
sceGuTexImage 4th parameter?
sceGuTexImage( 0, Width, Height, Witdh , data); I can't understand well this 4th parameter, I found it's not the width, but you've got to set the same value of the texture width: it's always ok since we use square textures (128*128.. 512*512 ecc) but when I got to use a texture of 32pixels * 128? Wh...
- Fri Sep 14, 2007 3:14 am
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4211
- Fri Sep 14, 2007 2:56 am
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4211
Is Image::swizzled cleared properly when you instance it? From the code I can see in swizzle() you have a condition that might skip the swizzle altogether, and you might swizzle the first but not the second. is the same thing I think, but I can't get a lock on the idea, too newbie in opengl and rus...
- Fri Sep 14, 2007 12:04 am
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4211
:( same result (If I got what you meant, at least) If can help, I reversed and adapted the neheport lesson n°5 (the solid, textured cube), I used just a face and rotate it with a texture on it, then another single textured polygon is drawn later, and behind since it's more distant. I tell this just ...
- Fri Sep 14, 2007 12:01 am
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4211
- Thu Sep 13, 2007 11:32 pm
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4211
gl texture troubles
hello, I need some hints with my code, as I got a program that display two textures (two square polygons [3*2]) one with a clock display and one with the pointer. Apart that I still can't have the transparency out of the png alpha channel (this will be next in line), it happens that first texture is...