Search found 6 matches

by Coderboy
Wed Aug 17, 2005 12:04 am
Forum: PSP Development
Topic: Putting textures in VRAM
Replies: 14
Views: 6513

Ok, thanks for the help. Exactly what I needed.
by Coderboy
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...
by Coderboy
Tue Aug 09, 2005 1:12 am
Forum: PSP Development
Topic: GU_ONE blend factor? and other blending musings
Replies: 10
Views: 3120

Nevermind, mixed up ref and mask in my calls. Hehe.
by Coderboy
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...
by Coderboy
Sun Aug 07, 2005 6:49 pm
Forum: PSP Development
Topic: GU_ONE blend factor? and other blending musings
Replies: 10
Views: 3120

Ah ok, I didn't know that. That might explain a bug or two I am seeing actually.

Very weird that the fixed color isn't 32 bit... Oh well, thanks for the heads up.
by Coderboy
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...