Search found 7 matches

by Eib
Mon Oct 26, 2009 12:49 am
Forum: PSP Development
Topic: GU_SEND display lists and double buffering
Replies: 3
Views: 2000

Well, in case someone might need it, here's the workaround. Putting 1 call to GuStart() with GU_DIRECT mode (and finishing it right away) right after sceGuSwapBuffers() seems solve the problem. Here is my rendering loop when frame being rendered while next frame is being computed. So i managed to ke...
by Eib
Fri Oct 23, 2009 1:31 am
Forum: PSP Development
Topic: GU_SEND display lists and double buffering
Replies: 3
Views: 2000

GU_SEND display lists and double buffering

Hello everyone. I have run across a problem while trying to use GU_SEND diplay lists with double buffering. It works... kind of... If i use GU_DIRECT - all is perfect, but as soon as i switch to GU_SEND, it looks like sceGuSwapBuffers() stops working. Only each 2nd frame is shown (looks like : frame...
by Eib
Tue Jul 07, 2009 4:17 am
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 21099

That "split in half" look is usually due to mixing up the pixel size when drawing - for example, drawing as 16 bit pixels when the display is 32 bit. Maybe your screen pitch is calculating that off similarly - using 512*2 instead of 512 *4. Double check everything related to the screen pi...
by Eib
Tue Jul 07, 2009 3:03 am
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 21099

Weird screen behavior

Hello everyone. Tried to search for solution, but can't even come with correct search request :) So, recently i downloaded ODE example ( http://forums.ps2dev.org/viewtopic.php?t=3944&highlight=ode ), and tried to examine it. After some extremely tiny modifications, i noticed some weird behavior....
by Eib
Wed Apr 29, 2009 2:44 pm
Forum: PSP Development
Topic: Projection problems...
Replies: 1
Views: 1251

Projection problems...

I'm trying to project world space coordinates to screen space with the following code. vfpu_identity_matrix(&temp_matrix); gumFastInverse(&temp_matrix,cam->view_matrix); vfpu_transform_vector(&temp_matrix,sun->position,&temp_vector4d); ...
by Eib
Sat Apr 18, 2009 12:24 am
Forum: PSP Development
Topic: SQLite for PSP
Replies: 34
Views: 27312

Any chances to see SQLite 3.6.12 or later amalgamation ported by someone ? In Version 3.6.11 there was added hot-backup interface, which makes SQLite a great choice for in-memory DBs. Would be great to have it for PSP. Sadly, i don't think i can handle porting by myself. :(
by Eib
Wed Apr 15, 2009 5:16 am
Forum: PSP Development
Topic: VFPU instructions crash
Replies: 1
Views: 1134

VFPU instructions crash

Hi. Today i decided to rewrite some of my code to use VFPU and accidentally got a strange behavior. As soon as i add any VFPU instruction, code is crashed upon execution. For testing, i modified GU/Lights sample from PSPSDK to compile into .PRX, added PSP_MAIN_THREAD_ATTR(THREAD_ATTR_VFPU) there, li...