Search found 43 matches

by lego
Tue Nov 03, 2009 5:02 pm
Forum: PSP Development
Topic: How to check the availability of a directory
Replies: 4
Views: 3229

opendir (man 3 opendir)?
by lego
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:

Code: Select all

pspDebugScreenSetMaxX(32);
pspDebugScreenSetMaxY(17);
This two functions available in the rev 2487 of the pspsdk.

But the problem with font stretching still remain.
by lego
Mon Nov 02, 2009 3:13 am
Forum: Patch Submissions
Topic: [PSP] pspsdk pspdebug patch
Replies: 2
Views: 6590

Thanks :-)!
by lego
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...
by lego
Fri Oct 30, 2009 9:38 pm
Forum: PSP Development
Topic: pspgl & pspDebugScreenPrintf()
Replies: 5
Views: 3576

But how I can use smaller font? Text, which is too long for one line, overlap on the one line instead of printing on next lines. How can I resolve this issue? You'll need to recompile it after creating a new "font" image with the size you require and editing the font width & height in...
by lego
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 ...
by lego
Fri Oct 30, 2009 8:23 pm
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 30228

J.F. wrote:Haven't tried it. In fact, I don't even have the psp toolchain setup on this computer (yet).

Have you tried some of the existing samples to see if you're even making properly working executables?
Yes. I run some gu examples. It worked fine.
by lego
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 ...
by lego
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,...
by lego
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...
by lego
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...
by lego
Thu Oct 22, 2009 4:03 pm
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 30228

Hm... Possibly, I incorrectly explained. I have a dots array with 16 elements within. If I use it like a 4x4 array of dots: sceGuCopyImage(GU_PSM_8888, 0, 0, 4, 4, 4, (void*)tmpt, 1, 1, 512, (void*)0x4000000); I see on the screen something wrong. And i...
by lego
Thu Oct 22, 2009 3:33 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 30228

If I change the line: sceGuCopyImage(GU_PSM_8888, 0, 0, 4, 4, 4, (void*)tmpt, 1, 1, 512, (void*)0x4000000); to the following one: sceGuCopyImage(GU_PSM_8888, 0, 0, 4, 2, 8, (void*)tmpt, 1, 1, 512, (void*)0x400000...
by lego
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...
by lego
Sun Oct 18, 2009 3:19 am
Forum: PSP Development
Topic: glDrawArrays problems
Replies: 4
Views: 2411

jojojoris wrote:Freetype just renders text as a bitmap which you can draw using the sceGu

You only have to do some reserch about the freetype API which isn't that difficult.
Thanks. I will try it.
by lego
Sat Oct 17, 2009 2:07 am
Forum: PSP Development
Topic: glDrawArrays problems
Replies: 4
Views: 2411

jojojoris wrote:It's probably better to use sceGu or sceGum code.
:-) If I will find how I can use freetype fonts with sceGu, I rewrite my program with sceGu + sceGum.
by lego
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...
by lego
Sat Oct 03, 2009 6:06 am
Forum: Patch Submissions
Topic: [PSP] libctrl
Replies: 3
Views: 7158

I have a strange idea. May be I will add a callback mechanism to the library.
by lego
Sat Oct 03, 2009 5:19 am
Forum: Patch Submissions
Topic: [PSP] libctrl
Replies: 3
Views: 7158

Some demonstration program: ctrldemo.c: /* 68x34 480x272 */ #include <pspkernel.h> #include <pspdebug.h> #include <pspdisplay.h> #include <libctrl.h> #include <unistd.h> #include <stdlib.h> #include <time.h> PSP_MODULE_INFO&#40;"libctrl demo", 0, 1, 1&#41;; PSP_MAIN_THREAD_ATTR&...
by lego
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&#58;00&#58;00.000000000 +0300 +++ libctrl/libctrl.c 2009-10-02 22&#58;54&#58;43.000000000 +0400 @@ -0,0 +1,594 @@ +/* + ...
by lego
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...
by lego
Sat Oct 03, 2009 12:14 am
Forum: PSP Development
Topic: [GU] psp funny bug
Replies: 6
Views: 3496

gl_test.c: /* 68x34 480x272 */ #include <pspkernel.h> #include <pspdebug.h> #include <pspgu.h> #include <pspgum.h> PSP_MODULE_INFO&#40;"test", 0, 1, 1&#41;; PSP_MAIN_THREAD_ATTR&#40;PSP_THREAD_ATTR_USER&#41;; #define printf pspDebugScreenPrintf #define BUF_WIDTH &#40;51...
by lego
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...
by lego
Fri Oct 02, 2009 7:31 pm
Forum: PSP Development
Topic: Why sceGuFrontFace(GU_CW)?
Replies: 4
Views: 3434

Thanks for replies.
by lego
Fri Oct 02, 2009 6:21 pm
Forum: Patch Submissions
Topic: [PSP] patch request
Replies: 2
Views: 6703

jimparis wrote:This section is for submitting patches, not requesting them. There's no "--enable-video-psp" option anyway.
You right. Excuse my curved hands :-(. I'm a stupid.
by lego
Fri Oct 02, 2009 1:16 am
Forum: PSP Development
Topic: Strange pspgu behaviour
Replies: 9
Views: 4431

a_noob wrote:you need to call sceGuGetMemory within your GU render context between sceGuStart and sceGuFinish
Thank you for reply.
Now it works, but I have some strange result - http://forums.ps2dev.org/viewtopic.php?t=12480 .
by lego
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.
by lego
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 :-)?
by lego
Fri Oct 02, 2009 12:03 am
Forum: PSP Development
Topic: Strange pspgu behaviour
Replies: 9
Views: 4431

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.
Many thanks.

Very useful link.
by lego
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.