Search found 8 matches

by Conflict
Fri Mar 30, 2007 11:51 am
Forum: PSP Development
Topic: Mipmapping and swizzling
Replies: 20
Views: 6951

Q: How do I swizzle a texture?
>>> http://wiki.ps2dev.org/psp:ge_faq

I don't know why anyone didn't point you to this sooner ;>

gl
by Conflict
Fri Mar 17, 2006 10:32 am
Forum: PSP Development
Topic: PSPGL compiling (../tests/)problem
Replies: 0
Views: 923

PSPGL compiling (../tests/)problem

i am having problems compiling the PSPGL tests present with PSPGL. at the moment i am recieving an error regarding mounting of the PSP volume $ make -C tests clean install make: Entering directory `/usr/local/pspdev/psp/sdk/pspgl/tests' rm -f .deps/*.d *.o *.a *.elf *.sys *~ psp-gcc -g -Wall...
by Conflict
Mon Feb 20, 2006 4:30 am
Forum: PSP Development
Topic: why pspDebugScreenPrintf + gu = blinking text?
Replies: 5
Views: 3348

a good way would be to render to GU_PROJECTION matrix mode and sceGumOrtho (....), such as a bitmap font drawing poly quads (2 tris) for each char, instead of bitblt'ing the chars directly into (v/eram)? pretty much a universal method, do some research on how bitmap fonts are achieved in opengl, whi...
by Conflict
Sun Feb 05, 2006 6:20 am
Forum: PSP Development
Topic: fscanf trouble
Replies: 2
Views: 1201

ahh rightio, yea i got the (FILE *) casting from inspecting the PSPquake src, they defined their own fopen to return (FILE *)fd, must have missed something. i wasn't sure if fopen was possible with PSPdev, should have tried it really what i newbie i must look. ;D Anyway kudos Jim :> ...Been working ...
by Conflict
Sat Feb 04, 2006 9:28 am
Forum: PSP Development
Topic: fscanf trouble
Replies: 2
Views: 1201

fscanf trouble

hello, I am somewhat new here but have been following PSP development here for many many months. I have commenced a project and at the moment i am experimenting with implementing a ASE loader for the PSP. I am currently having trouble however using fscanf to readin a single string is causing my psp ...
by Conflict
Fri Oct 07, 2005 12:52 pm
Forum: PSP Development
Topic: Lighting with textured models
Replies: 4
Views: 2172

hmm
try, changing GU_ADD in your blendfunc def... to something else, testing here with GU_MIN give best results

Code: Select all

sceGuBlendFunc(GU_MIN, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); 
/lee
by Conflict
Fri Oct 07, 2005 10:14 am
Forum: PSP Development
Topic: Lighting with textured models
Replies: 4
Views: 2172

This soundssimiliar to a Opengl T&L issue, you have to setup the pipeline states appropriately. looking at the sdk document you need to set the state up during init... using sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGB); I see you'er using GU_TFX_REPLACE which simply replaces any shad...
by Conflict
Wed May 11, 2005 9:10 am
Forum: General Discussion
Topic: New infromation unsure if its allowed here
Replies: 14
Views: 9869

Hrm, i wonder if this above mentioned TRC violation in RR is related to the disc swapping exploit for 2+ players with one disc, since Wipeout has blatant guards for this.

Although nothing unique to RR tho.

Just a thought.