Search found 6 matches
- Wed Aug 17, 2005 12:04 am
- Forum: PSP Development
- Topic: Putting textures in VRAM
- Replies: 14
- Views: 6513
- Mon Aug 15, 2005 6:16 pm
- Forum: PSP Development
- Topic: Putting textures in VRAM
- Replies: 14
- Views: 6513
Putting textures in VRAM
Since this should be much faster than having them in normal memory I'm wondering how to best access this memory. Is there a SDK function call to allocate the memory or should I calculate the amount used for displaybuffers, depthbuffers etc and then use the rest manually by calculating the offset fro...
- Tue Aug 09, 2005 1:12 am
- Forum: PSP Development
- Topic: GU_ONE blend factor? and other blending musings
- Replies: 10
- Views: 3120
- Mon Aug 08, 2005 11:57 pm
- Forum: PSP Development
- Topic: GU_ONE blend factor? and other blending musings
- Replies: 10
- Views: 3120
Another thing I've noticed is that alpha masking doesn't seem to affect zbuffer. That is, if a pixel is rejected based on alpha masking, it still writes to the zbuffer?!!! Anybody else notice this behavior or might it be a bug on my end? (This is very bad since one-bit alpha textures will have to be...
- Sun Aug 07, 2005 6:49 pm
- Forum: PSP Development
- Topic: GU_ONE blend factor? and other blending musings
- Replies: 10
- Views: 3120
- Sun Aug 07, 2005 12:23 pm
- Forum: PSP Development
- Topic: GU_ONE blend factor? and other blending musings
- Replies: 10
- Views: 3120
If I remember correctly the blending (in both DX and GL) works like this: FINAL = FACTOR1 * SRCFRAG + FACTOR2 * DESTFRAG Using GU_FIX and fixed color for source or destination will be exactly the same as using GL_ONE / GL_ZERO...? (which in opengl represents a value of 0xffffffff / 0x00000000). So G...