Search found 87 matches
- Fri Feb 19, 2010 6:22 pm
- Forum: PSP Development
- Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
- Replies: 6
- Views: 19475
- Fri Feb 19, 2010 12:43 am
- Forum: PSP Development
- Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
- Replies: 6
- Views: 19475
Hi, thanks for your hints Raphael. I'm also trying to use it for my MP3 playing thread but not only for start/stop but for adjusting volume eg. While the mainthread eg. is moving from menu state to load a level the currently playing background music should go smooth to mute. Therefore I'm setting th...
- Thu Feb 18, 2010 6:55 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
- Thu Feb 18, 2010 6:39 am
- Forum: PSP Development
- Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
- Replies: 6
- Views: 19475
Try to understand eventing on PSP (sceKernelWaitEventFlag)
Hi there, I try to use PSP events to controll threads. However, I've created a thread that uses sceKernelWaitEventFlag to wait for a certain event. However, in the mainthread I'm setting the event flag pattern with sceKernelSetEventFlag only once. But the thread again and again recieves the same eve...
- Wed Feb 17, 2010 8:27 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 37519
Hi there, I was successful in implementing a LOD engine - based on Peter Lindstrom and Valerio Pascucci SOAR algorithm and LOD papers - for the PSP. Unfortuntely I've lost my coding due to a hardware issue with my Laptop...I need to start again from scratch, but may be I will sometimes post my proje...
- Wed Feb 17, 2010 8:15 pm
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
- Tue Feb 16, 2010 6:37 pm
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
- Tue Feb 16, 2010 6:45 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
- Tue Feb 16, 2010 1:07 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
- Tue Feb 16, 2010 12:16 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
Hi there, thanks for your replies. Just one thought: could I use sceIoOpen with PSPLINK in the same way I would use fopen ? I just have seen that you need to pass a full qualified path to sceIoOpen in all the threads (starting whith device). I would assume that the device is different when using the...
- Mon Feb 15, 2010 10:54 pm
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 26461
fopen VS. sceIoOpen ?
Hi there, I'm not sure whether this question was ever asked in this forum. However, I would like to understand why and when it is best suited to use either fopen or sceIoOpen to access files in read mode (and the corresponding functions to write etc...) What is the difference between the functions -...
- Sun Feb 14, 2010 6:29 am
- Forum: PSP Development
- Topic: Alpha texture on a 3D object with PSPGU library
- Replies: 3
- Views: 6802
Hi, yes - if the texture is fully transparent you can view through. But there are some contraint. You really need to pass the far awy object - the once beyond the cube first, and than the cube... If you wont to make the cube transparent like glass you should first render the backfaces with eg. sceGu...
- Fri Feb 12, 2010 6:09 pm
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19631
Hi again, thanks for your valuable inputs... Once your objects are transformed, what's the minz and maxz? The minz is 0.05787 and the maxz is -89.91268 in worldspace coordinates and assuming the view is along the negative z axis.... My projection matrix initially was set to 0.1f near and 1000.0f far...
- Thu Feb 11, 2010 5:40 pm
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19631
Hi Jim, I'm still not sure whether I get you right or not ... sorry.. My model is loaded from an external 3D Modeling tool into the GU kind of handling 3D object within a mesh. However, as the modeling tool does not provide you with a functionality of placing your objects to a grid of say 0.0001f pr...
- Thu Feb 11, 2010 5:28 pm
- Forum: PSP Development
- Topic: Using a sprite for rendertarget ?
- Replies: 23
- Views: 149800
- Thu Feb 11, 2010 5:20 am
- Forum: PSP Development
- Topic: sceIoOpen failed to read my file...
- Replies: 12
- Views: 14745
If you are running a prx using your debugger with SAPLINK the file should be in the root directory of the local (hard disk) drive mounted with usbhost. I've currently only used fopen and it works fine for me. If you run the eboot from PSP the file need to be in the same folder as your eboot on the P...
- Thu Feb 11, 2010 12:19 am
- Forum: PSP Development
- Topic: sceIoOpen failed to read my file...
- Replies: 12
- Views: 14745
- Thu Feb 11, 2010 12:15 am
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19631
- Wed Feb 10, 2010 6:19 pm
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19631
Z-Buffer precision - some artifacts
Hi there, I'm playing around with 3D objects in my homebrew. Unfortunately some objects are very close to each other or overlapping which causes some strange behavior during rendering. I would have assumed this is due to the precision of the Z Buffer. However I've set the maximum depth range with sc...
- Mon Jan 25, 2010 7:56 pm
- Forum: PSP Development
- Topic: hello everyone, i have a problem on thread.
- Replies: 4
- Views: 5498
Hi,
this will just make the thread do nothing for the specified time.
It has nothing to do with sleep mode of PSP. There is a thread dealing with sleep mode, check out this one...
http://forums.ps2dev.org/viewtopic.php?t=12766
this will just make the thread do nothing for the specified time.
It has nothing to do with sleep mode of PSP. There is a thread dealing with sleep mode, check out this one...
http://forums.ps2dev.org/viewtopic.php?t=12766
- Fri Jan 22, 2010 7:53 pm
- Forum: PSP Development
- Topic: Debugging issue...
- Replies: 2
- Views: 2374
- Fri Jan 22, 2010 7:52 pm
- Forum: PSP Development
- Topic: [release] PSPHBC - homebrew common
- Replies: 5
- Views: 5014
- Fri Jan 22, 2010 5:07 am
- Forum: PSP Development
- Topic: [release] PSPHBC - homebrew common
- Replies: 5
- Views: 5014
- Thu Jan 21, 2010 2:12 am
- Forum: PSP Development
- Topic: simple gu question
- Replies: 14
- Views: 10178
- Wed Jan 20, 2010 11:49 pm
- Forum: PSP Development
- Topic: simple gu question
- Replies: 14
- Views: 10178
- Wed Jan 20, 2010 9:21 pm
- Forum: PSP Development
- Topic: simple gu question
- Replies: 14
- Views: 10178
- Wed Jan 20, 2010 6:32 pm
- Forum: PSP Development
- Topic: [release] PSPHBC - homebrew common
- Replies: 5
- Views: 5014
[release] PSPHBC - homebrew common
Hi there, I've always got very good support in this community and I guess it's time to give something back ;o) I've seen that there are very often always the same steps needed to get started with a homebrew...As I'm using objec oriented C to develop I've created a "hombrew common" library ...
- Tue Jan 19, 2010 1:41 am
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25789
Hi, yes I'm using the SDK samples with some minor adjustments ;) I've read the article on shadow mapping posted at the beginning of this thread. This is using a multi pass approach which looked very similar to the one implemented in the SDK example. But as I'm a beginner in using GU and all the matr...
- Sun Jan 17, 2010 6:36 am
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25789
Hi, sure. I'm interested in, as in my current code I've currently no real clue how to deal with the following issues (may be you have solved them). Rendering the shadow caster from light point of view results in strange block shadows if the object is far away from light source (due to the resolution...
- Wed Jan 13, 2010 10:23 pm
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25789