Search found 43 matches
- Tue Nov 03, 2009 5:02 pm
- Forum: PSP Development
- Topic: How to check the availability of a directory
- Replies: 4
- Views: 3229
- Mon Nov 02, 2009 3:35 am
- Forum: PSP Development
- Topic: pspgl & pspDebugScreenPrintf()
- Replies: 5
- Views: 3576
A problem with lines overlapping is resolved with:
This two functions available in the rev 2487 of the pspsdk.
But the problem with font stretching still remain.
Code: Select all
pspDebugScreenSetMaxX(32);
pspDebugScreenSetMaxY(17);
But the problem with font stretching still remain.
- Mon Nov 02, 2009 3:13 am
- Forum: Patch Submissions
- Topic: [PSP] pspsdk pspdebug patch
- Replies: 2
- Views: 6590
- Sun Nov 01, 2009 10:52 pm
- Forum: Patch Submissions
- Topic: [PSP] pspsdk pspdebug patch
- Replies: 2
- Views: 6590
[PSP] pspsdk pspdebug patch
Hi, all. After this problem - pspgl & pspDebugScreenPrintf() - I made this simple patch: ~$ cd trunk/pspsdk/src ~$ svn diff Index: debug/scr_printf.c =================================================================== --- debug/scr_printf.c (revision 2474) +++ debug/scr_p...
- Fri Oct 30, 2009 9:38 pm
- Forum: PSP Development
- Topic: pspgl & pspDebugScreenPrintf()
- Replies: 5
- Views: 3576
- Fri Oct 30, 2009 8:31 pm
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
fbp0 is initialized to 0 by default, like an any global variable which is not initialized explicitly. My init function is lacking of a texture stuff, but I don't use textures in this code. So, I think my init function is similar to your. In any case I will try to use your init function. J.F., does ...
- Fri Oct 30, 2009 8:23 pm
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
- Fri Oct 30, 2009 2:12 am
- Forum: PSP Development
- Topic: pspgl & pspDebugScreenPrintf()
- Replies: 5
- Views: 3576
Debug blits to the active framebuffer. If the buffers have been swapped by something else (or display mode changed etc.), you need to reinit debug screen so it blits with the current display settings. Thanks! This works. But how I can use smaller font? Text, which is too long for one line, overlap ...
- Fri Oct 30, 2009 1:04 am
- Forum: PSP Development
- Topic: pspgl & pspDebugScreenPrintf()
- Replies: 5
- Views: 3576
pspgl & pspDebugScreenPrintf()
Hi, all. It's strange, but using pspgl I don't see pspDebugScreenPrintf() output on the screen or an output is very strange (big symbols, overlaped lines). void initgl(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0,...
- Fri Oct 30, 2009 12:46 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
fbp0 is initialized to 0 by default, like an any global variable which is not initialized explicitly. My init function is lacking of a texture stuff, but I don't use textures in this code. So, I think my init function is similar to your. In any case I will try to use your init function. J.F., does m...
- Sat Oct 24, 2009 9:16 pm
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
Sorry :-). I couldn't make photos of a PSP, so I made shots by hands. My background is blue. This is what I want (4x4): http://img16.imageshack.us/img16/8593/want4x4.png This is what I get (wrong 4x4 image): http://img8.imageshack.us/img8/4759/wrong4x4.png This is right 2x4 image: http://img10.image...
- Thu Oct 22, 2009 4:03 pm
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
- Thu Oct 22, 2009 3:33 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
- Wed Oct 21, 2009 3:24 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30228
sceGuCopyImage problem
Hi. I have a simple program, which must draws dots as on a chess-board in the top left corner of the screen. But instead, it draws two lines. gu.c: #include <malloc.h> #include <stdlib.h> #include <stdint.h> #include <stdio.h> #include <unistd.h> #include <signal.h> #include <SDL/SDL.h> #include <SD...
- Sun Oct 18, 2009 3:19 am
- Forum: PSP Development
- Topic: glDrawArrays problems
- Replies: 4
- Views: 2411
- Sat Oct 17, 2009 2:07 am
- Forum: PSP Development
- Topic: glDrawArrays problems
- Replies: 4
- Views: 2411
- Fri Oct 16, 2009 10:12 pm
- Forum: PSP Development
- Topic: glDrawArrays problems
- Replies: 4
- Views: 2411
glDrawArrays problems
Hi. A following code must draw a triangle. On a PC it have one green vertex and two red ones. But on a PSP all vertices are red. What am I doing wrong? ogl.c: #include <stdint.h> #include <stdlib.h> #include <stdio.h> #include <unistd.h> #include <signal.h> #include <SDL/SDL.h> #include <SDL/SDL_ttf...
- Sat Oct 03, 2009 6:06 am
- Forum: Patch Submissions
- Topic: [PSP] libctrl
- Replies: 3
- Views: 7158
- Sat Oct 03, 2009 5:19 am
- Forum: Patch Submissions
- Topic: [PSP] libctrl
- Replies: 3
- Views: 7158
- Sat Oct 03, 2009 5:15 am
- Forum: Patch Submissions
- Topic: [PSP] libctrl
- Replies: 3
- Views: 7158
[PSP] libctrl
Hi. This is a wrapper library for the pspctrl one. May be it will be useful. diff -ru -N -x '.git*' tmp/libctrl.c libctrl/libctrl.c --- tmp/libctrl.c 1970-01-01 03:00:00.000000000 +0300 +++ libctrl/libctrl.c 2009-10-02 22:54:43.000000000 +0400 @@ -0,0 +1,594 @@ +/* + ...
- Sat Oct 03, 2009 3:41 am
- Forum: PSP Development
- Topic: [GU] psp funny bug
- Replies: 6
- Views: 3496
The reason they are big, is you are expecting thew draw co-ordinates to be per pixel, but you are using gum to create a projection matrix, (mainly for 3D) So, they are infact quite large. Because when you set a projection matrix, people tend to use the scale of 1unit = 1meter. So you infact are dra...
- Sat Oct 03, 2009 12:14 am
- Forum: PSP Development
- Topic: [GU] psp funny bug
- Replies: 6
- Views: 3496
- Fri Oct 02, 2009 7:53 pm
- Forum: PSP Development
- Topic: [pspgl + sdl] psp hangs up
- Replies: 12
- Views: 5528
Post the output of the configure script here. It will tell you if it found PSPGL. Sorry. Everything fine. There is no option --enable-video-psp :-). I have understood why my SDL was without PSPGL functions. First, my pspsdk was built without pspgl. After I built pspgl, I configured sdl and called m...
- Fri Oct 02, 2009 7:31 pm
- Forum: PSP Development
- Topic: Why sceGuFrontFace(GU_CW)?
- Replies: 4
- Views: 3434
- Fri Oct 02, 2009 6:21 pm
- Forum: Patch Submissions
- Topic: [PSP] patch request
- Replies: 2
- Views: 6703
- Fri Oct 02, 2009 1:16 am
- Forum: PSP Development
- Topic: Strange pspgu behaviour
- Replies: 9
- Views: 4431
Thank you for reply.a_noob wrote:you need to call sceGuGetMemory within your GU render context between sceGuStart and sceGuFinish
Now it works, but I have some strange result - http://forums.ps2dev.org/viewtopic.php?t=12480 .
- Fri Oct 02, 2009 12:19 am
- Forum: PSP Development
- Topic: Why sceGuFrontFace(GU_CW)?
- Replies: 4
- Views: 3434
Why sceGuFrontFace(GU_CW)?
Hi, everybody.
Why much code for psp use clockwise instead of counter-clockwise like an OpenGL by default :-)?
Thanks.
Why much code for psp use clockwise instead of counter-clockwise like an OpenGL by default :-)?
Thanks.
- Fri Oct 02, 2009 12:11 am
- Forum: PSP Development
- Topic: [GU] psp funny bug
- Replies: 6
- Views: 3496
[GU] psp funny bug
Hi.
My program using pspgu draw simple 2 triangles. But instead of two big triangles, I have four little one :-) with changed colors.
Did anybody occur this :-)?
My program using pspgu draw simple 2 triangles. But instead of two big triangles, I have four little one :-) with changed colors.
Did anybody occur this :-)?
- Fri Oct 02, 2009 12:03 am
- Forum: PSP Development
- Topic: Strange pspgu behaviour
- Replies: 9
- Views: 4431
Many thanks.Insert_witty_name wrote:For the cache problem, see the first paragraph here: http://wiki.ps2dev.org/psp:ge_faq
sceGuGetMemory() should work fine. I would address this issue instead of allocating vertex memory and clearing the cache.
Very useful link.
- Thu Oct 01, 2009 8:05 pm
- Forum: Patch Submissions
- Topic: [PSP] patch request
- Replies: 2
- Views: 6703
[PSP] patch request
Hi.
I don't understand autotools nice yet. So, may anybody make a patch to the SDL configure help output information? It luck for information about --enable-video-psp option.
Ref: http://forums.ps2dev.org/viewtopic.php?p=85174#85174
Many thanks.
I don't understand autotools nice yet. So, may anybody make a patch to the SDL configure help output information? It luck for information about --enable-video-psp option.
Ref: http://forums.ps2dev.org/viewtopic.php?p=85174#85174
Many thanks.