Search found 204 matches
- Fri Dec 29, 2006 1:09 am
- Forum: General Discussion
- Topic: Lua Player OpenGL for Windows, PSP 1.0/1.5 and PS3
- Replies: 11
- Views: 16938
Re: Lua Player OpenGL for Windows, PSP 1.0/1.5 and PS3
I've started to rewrite Lua Player with the SCons build management and based on OpenGL for all graphics output. cool! For the PSP it uses pspgl, which has some limitations (see #ifdefs in common/LuGL.cpp). You could simplify your implementation if you build a OpenGL function pointer table using egl...
- Sat Dec 16, 2006 7:51 am
- Forum: PS3 Development
- Topic: gpu
- Replies: 4
- Views: 5939
addendum: ASCII logs for different GPU revisions, some of them including GLSL/shader disassembly, can be found on http://nouveau.sourceforge.net/tests/. At first glance this tool seems to be quite useful...
- Sat Dec 16, 2006 6:40 am
- Forum: PS3 Development
- Topic: gpu
- Replies: 4
- Views: 5939
gpu
just 2 notes: This article claims to know that "the RSX GPU is 'NV47 based.' Beyond3D notes that NV47 was a code-name for G70, the GPU better known as the GeForce 7800." http://www.watch.impress.co.jp/game/docs/20060329/3dps309.htm also http://www.techreport.com/onearticle.x/9683 and http:...
- Fri Dec 15, 2006 9:58 am
- Forum: PSP Development
- Topic: Back to the PSP, sceGU or pspGL?
- Replies: 16
- Views: 7295
when I ran 'make install' the mkdir command that comes with pspdev for win32 wouldn't work with the -p argument, so I ended up copying all the libraries and headers over manually. is this option really not supported by the cygwin tools? Probably best to fix it there. At least you should need to cre...
- Mon Dec 11, 2006 4:27 am
- Forum: PSP Development
- Topic: Back to the PSP, sceGU or pspGL?
- Replies: 16
- Views: 7295
- Sat Dec 09, 2006 11:31 pm
- Forum: PSP Development
- Topic: Back to the PSP, sceGU or pspGL?
- Replies: 16
- Views: 7295
Thanks, I hadn't really looked into the make file. I had already edited alot of files which relied on the SDK files being in /usr/local (and ofcourse they were in d:\pspdev, but that was easy to fix, then I got the awk error and tried sticking the executable in the bin directory but it moaned about...
- Fri Dec 08, 2006 5:13 am
- Forum: PSP Development
- Topic: Back to the PSP, sceGU or pspGL?
- Replies: 16
- Views: 7295
- Fri Dec 08, 2006 5:02 am
- Forum: PSP Development
- Topic: Back to the PSP, sceGU or pspGL?
- Replies: 16
- Views: 7295
I spent half an hour lastnight trying to get pspGL to compile using the pspdev downloadable environment for windows but it wouldn't let me because of AWK. So I might try using sceGU anyway. You don't need AWK to build PSPGL. These lines are put into the Makefile by Jeremy to avoid PSPGL library pro...
- Thu Dec 07, 2006 3:35 am
- Forum: PSP Development
- Topic: Back to the PSP, sceGU or pspGL?
- Replies: 16
- Views: 7295
Re: Back to the PSP, sceGU or pspGL?
I've been looking over the latest version of the SDK, I think I know how to do most things, I'm just not sure what to use for the 3D, I haven't used OpenGL style 3D in about 4 years (Direct X Junkie now). The OpenGL1.1 API has not changed over the last 4 years, so you should be familiar with it. li...
- Sun Jun 04, 2006 9:08 pm
- Forum: PSP Development
- Topic: PSP 3D Programming
- Replies: 11
- Views: 5072
- Tue Nov 15, 2005 6:08 am
- Forum: PSP Development
- Topic: pspGL Texture problem
- Replies: 10
- Views: 3865
- Mon Oct 24, 2005 6:29 am
- Forum: PSP Development
- Topic: VFPU playground, code generation for gas-unsupported opcodes
- Replies: 81
- Views: 36001
- Thu Oct 20, 2005 5:41 am
- Forum: PSP Development
- Topic: VFPU playground, code generation for gas-unsupported opcodes
- Replies: 81
- Views: 36001
- Sat Oct 15, 2005 1:47 am
- Forum: PSP Development
- Topic: PSP OpenGL Question
- Replies: 4
- Views: 3177
- Fri Oct 14, 2005 5:12 am
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
Should work ok for your usecase, but the macros will fail as soon you change to framebuffer color format - depth size is always 2, color pixel size can be 2 or 4, depending on the format. Maybe you want to consider to port your graphics backend to OpenGL (the API is not far from libgu anyways). Jere...
- Fri Oct 14, 2005 4:19 am
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
- Fri Oct 14, 2005 4:07 am
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
- Thu Oct 13, 2005 7:25 pm
- Forum: PSP Development
- Topic: why to swizzle? and how works reading...
- Replies: 2
- Views: 1849
- Thu Oct 13, 2005 7:21 pm
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
How do I get a block of memory on VRAM? do I just have to point to a certain address? If so what is that address and how much space am I allowed to use within it. It seems i'm only using ~265K for a buffer, so it's pretty small yet, but I wish to experiment with larger resolutions and scaling. Unle...
- Thu Oct 13, 2005 8:31 am
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
Code: Select all
sceGuClutLoad(8192, (void *)&PspCLUT);
Code: Select all
sceGuClutLoad(8192, (void *)&PspCLUT[0]);
Code: Select all
sceGuClutLoad(8192, (void *)PspCLUT);
- Thu Oct 13, 2005 8:19 am
- Forum: PSP Development
- Topic: Lights. Where's my specular gone?
- Replies: 7
- Views: 2455
- Thu Oct 13, 2005 4:33 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
- Thu Oct 13, 2005 4:24 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
Re: textures, blitting, array in VRAM, and etc...
Have a look at PSPGL ( http://www.goop.org/psp/gl/ ). LibGU is lower level than GL, and does no texture management for you. i am looking for psp native replacement, or some way to code it pspgl is native... what did you believed the 'psp' stands for? ;) is palette of indexed texure possible to load...
- Thu Oct 13, 2005 3:23 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
- Thu Oct 13, 2005 2:37 am
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
when you blit using the texture unit you can scale on-the-fly. When enabling linear interpolation, a copy to VRAM (using sceGuCopyImage) before rendering the texture could minimize the required bandwidth (direct access to system RAM for linear interpolated textures means 4 accesses per texel instead...
- Thu Oct 13, 2005 2:32 am
- Forum: PSP Development
- Topic: Basilisk II PSP Port (Mac Emulator)
- Replies: 705
- Views: 586661
- Thu Oct 13, 2005 2:30 am
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991
- Thu Oct 13, 2005 2:28 am
- Forum: PSP Development
- Topic: VFPU playground, code generation for gas-unsupported opcodes
- Replies: 81
- Views: 36001
- Thu Oct 13, 2005 2:26 am
- Forum: PSP Development
- Topic: PSP cache HOWTO/FAQ
- Replies: 10
- Views: 4262
- Wed Oct 12, 2005 11:32 pm
- Forum: PSP Development
- Topic: Fast 565 RGB->BGR Conversion Needed
- Replies: 39
- Views: 20991