Search found 254 matches
- Thu Mar 30, 2006 5:29 am
- Forum: PSP Development
- Topic: Strange Mipmap selection
- Replies: 7
- Views: 4507
I think it is a hardware bug, simply because I can't think of any good reason for it to behave in the way it does. If it hits some games and not others, take that to mean that it happens with some combinations of state and not others. I haven't managed to find a way to avoid the problem. It's possib...
- Fri Mar 17, 2006 5:26 pm
- Forum: PSP Development
- Topic: Help compiling with PSPGL
- Replies: 25
- Views: 8587
Did you get the pspgl tests working? Its very easy to do something simple wrong and end up with a blank screen. In general I find its easiest to debug things on a desktop machine and then get it going on the PSP once you know the code is basically OK. Otherwise, you can start with a known working pr...
- Mon Feb 20, 2006 11:31 am
- Forum: PSP Development
- Topic: VFPU asm freezes PSP (asm n00b questions)
- Replies: 4
- Views: 2132
- Thu Feb 09, 2006 10:15 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6586
somehow, it's the call to sceKernelChangeCurrentThreadAttr that's causing the crash. Well, that's a new one. Certainly a different problem from NovaCaine's. What firmware are you using? Does PSPGL work at all for you, or does it only crash in SDL? I'm not sure why sceKernelChangeCurrentThreadAttr()...
- Thu Feb 09, 2006 10:12 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6586
- Wed Feb 08, 2006 11:09 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6586
- Wed Feb 08, 2006 8:29 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6586
- Wed Feb 08, 2006 8:17 am
- Forum: PSP Development
- Topic: Need some help regarding CLUT texture mode
- Replies: 8
- Views: 3013
- Tue Feb 07, 2006 4:09 pm
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6586
- Tue Feb 07, 2006 10:44 am
- Forum: PSP Development
- Topic: glaux.h in PSPGL?
- Replies: 1
- Views: 1417
- Sun Feb 05, 2006 3:57 am
- Forum: PSP Development
- Topic: Is it possible to use VFPU to optimize AVC IDCT job?
- Replies: 17
- Views: 11878
- Sat Feb 04, 2006 7:22 pm
- Forum: PSP Development
- Topic: Is it possible to use VFPU to optimize AVC IDCT job?
- Replies: 17
- Views: 11878
- Sat Feb 04, 2006 7:10 pm
- Forum: PSP Development
- Topic: Is this practical
- Replies: 7
- Views: 2281
- Fri Feb 03, 2006 9:11 pm
- Forum: PSP Development
- Topic: Is it possible to use VFPU to optimize AVC IDCT job?
- Replies: 17
- Views: 11878
One interesting extra feature is that vf2i and i2f have a scaling factor as their 3rd parameter, which is expressed as a power of 2 - in other words, its a shift. I think the appropriate sequence for getting the floats out as unsigned bytes is: vf2iz.q r000,r000,24 // convert floats to ints, truncat...
- Fri Feb 03, 2006 3:43 pm
- Forum: PSP Development
- Topic: Is it possible to use VFPU to optimize AVC IDCT job?
- Replies: 17
- Views: 11878
There are vus2i, vi2us, vs2i, vi2s instructions, which I'm presuming convert unsigned and signed shorts to/from int. I don't know how they would work though. The questions are: does i2us/s use the 16 MSB or LSB of the int? does it expect the shorts to be packed in registers (ie, two adjacent in a si...
- Fri Feb 03, 2006 3:36 am
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 7281
- Thu Feb 02, 2006 10:23 am
- Forum: PSP Development
- Topic: PSP GU or GL
- Replies: 3
- Views: 2116
OpenGL is similar, and GU isn't too far off either. For me, the main advantage of PSPGL is that you can keep (mostly) the same code running on both the PSP and desktop, which allows for much easier debugging. Also, PSPGL does a lot of things for you which you would have to do on your own in GU (like...
- Thu Feb 02, 2006 8:59 am
- Forum: PSP Development
- Topic: textures & normals
- Replies: 7
- Views: 2671
You're not calling ? Without that, the vertex colours computed by lighting will have no effect on the texture. Also, you probably don't need per-vertex colours, since you're using lighting.
Code: Select all
sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGB);
- Thu Feb 02, 2006 8:51 am
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 7281
- Thu Feb 02, 2006 3:43 am
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 7281
- Wed Feb 01, 2006 5:36 pm
- Forum: PSP Development
- Topic: Are there any good tutorials for PSPGL?
- Replies: 4
- Views: 2281
So you are actually person behind it, right? Yup. Well, I have already used OpenGL in combination with C++ for my visualisation programs, but I used mostly relatively basic and easy elements of it : display lists, basic lighting, basic shading, basic transparencies. No exquisite texturing, no more ...
- Wed Feb 01, 2006 3:27 pm
- Forum: PSP Development
- Topic: Are there any good tutorials for PSPGL?
- Replies: 4
- Views: 2281
There isn't much specific to PSPGL. There's the stuff in pspgl/tests directory, and a couple of other demos, and some real program (rRootage, for example). But in general my intention is to make PSPGL familiar to OpenGL programmers (if not actually identical to real OpenGL), so lots of the HeNe and ...
- Wed Feb 01, 2006 8:53 am
- Forum: PSP Development
- Topic: Thread-local storage?
- Replies: 5
- Views: 2326
Digging even further (i.e. breaking on thread start) seems we loose 320 bytes of stack in user mode threads before we even have a chance to get our grubby mits on it, 256bytes seems to be allocated to $k0 and $fp takes the other 64bytes. In $fp we have the instruction (syscall #0x2070) which is als...
- Wed Feb 01, 2006 8:46 am
- Forum: PSP Development
- Topic: Thread-local storage?
- Replies: 5
- Views: 2326
- Wed Feb 01, 2006 8:43 am
- Forum: PSP Development
- Topic: Thread-local storage?
- Replies: 5
- Views: 2326
Great! Reserving a register to point to the TLS storage is pretty common; on x86 its %gs, but everything else with enough registers reserves a normal integer register for that purpose. Since the MIPS API defines k0 and k1 as being for kernel use (ie, volatile in user-mode; typically they're used for...
- Wed Feb 01, 2006 8:07 am
- Forum: PSP Development
- Topic: dynamicly sized arrays
- Replies: 4
- Views: 1759
- Wed Feb 01, 2006 8:02 am
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 7281
Well, apart from the fact that I don't get the point, why anyone would use a 16 or even 32bit indexed palette as it's only memory waste and nothing else... I've been working on two uses: Using the depth buffer as a texture, and using the CLUT to tint the depth buffer in interesting ways. chp has a ...
- Wed Feb 01, 2006 4:55 am
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 7281
a) make sure myclut was aligned on 16 byte on allocation Yup, got that. b) you're trying to submit (65536/8) * 8 = 65536 entries. Yet a CLUT4 has only 16 and a CLUT8 only 256 entries. So the only two possible parameters for num_blocks would be 2 or 32. No, you missed my point. The hardware appears ...
- Tue Jan 31, 2006 6:38 pm
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 7281
Anyone had success with >8bpp indexed textures?
I've played with them a bit, but I can't get them to come out right. Is there something stupid I'm overlooking? I'm assuming the index is little-endian, and the CLUT is just linear in memory, and then doing the equivalent of sceGuClutMode(GU_PSM_8888, 0, 0xff, 0); sceGuClutLoad&#...
- Sat Jan 28, 2006 8:58 am
- Forum: PSP Development
- Topic: Is it possible to use VFPU to optimize AVC IDCT job?
- Replies: 17
- Views: 11878