Search found 26 matches

by ashleydb
Sat Oct 08, 2005 12:25 pm
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

Calling functions to clear cache has not been helping. I followed your advice in previous replies, but the texture that comes with the cube demo still has black blocks in it and corrupt text after swizzling. I have no other textures loaded and no other objects other than the cube right now, so I don...
by ashleydb
Sat Oct 08, 2005 3:03 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

It doesn't swizzle anything. That is the demo I'm trying to edit. Unless it is swizzled and I'm trying to swizzle it again...
by ashleydb
Fri Oct 07, 2005 2:34 pm
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

ashleydb wrote:Has anyone got any example code of doing this stuff so that it works? Maybe looking at a working implementation would point out an obvious error in my code.

Thanks!
Anyone? Please? ;)
by ashleydb
Wed Oct 05, 2005 4:38 am
Forum: PSP Development
Topic: sceGuOffset
Replies: 4
Views: 1696

The way I understand it, the PSP is essentially rendering to a texture which is 4096 x 4096. The offset call means you are only drawing to a section of that area the size of the PSP screen (480 x 272) in the direct center of that 4096 x 4096 area. That section is then what is displayed on the screen.
by ashleydb
Wed Oct 05, 2005 3:31 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

Has anyone got any example code of doing this stuff so that it works? Maybe looking at a working implementation would point out an obvious error in my code.

Thanks!
by ashleydb
Wed Oct 05, 2005 2:19 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

Thanks again for your help. That all makes good sense. After implementing the calls in the order you suggest, I really don't know why its still not working, but I don't want to keep bothering you guys with it. I guess I'll keep plugging away and see if I get anywhere eventually.
by ashleydb
Wed Oct 05, 2005 1:32 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 9146

Mipmaps use more memory, (typically a third) but they are faster to transfer over the bus since you are only sending a texture of a useful size, (for example, a building far away is only a few pixels high on the screen, so send a tiny texture, like 4*4, not that whole 256x256 one!) You do have to ca...
by ashleydb
Tue Oct 04, 2005 1:36 pm
Forum: PSP Development
Topic: Custom model viewer based off cube sdk sample - help
Replies: 31
Views: 12820

You are better off saving out indexed vertex arrays into a binary file ready to read into your PSP app. Thats what I've been doing with a Maya plugin I wrote to export models for games.
by ashleydb
Tue Oct 04, 2005 9:45 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 9146

That would be amazing. I've had a look at your tool and it seems to work well. I've just been trying to get the exported files back into an sce App...
by ashleydb
Tue Oct 04, 2005 9:27 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 9146

by ashleydb
Tue Oct 04, 2005 9:16 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 9146

I'm still trying to figure out texturing myself, especially swizzling. As I'm sure you are aware, doing as much work offline (i.e. not on the PSP, but on your PC when creating textures) as you can means the content will run faster on the PSP since it will have less to do iteself. So, creating mipmap...
by ashleydb
Tue Oct 04, 2005 8:39 am
Forum: PSP Development
Topic: Custom model viewer based off cube sdk sample - help
Replies: 31
Views: 12820

OK. I thought your problem was saving out the file from Max in the first place. PSP FileIO is documented here: http://psp.jim.sh/pspsdk-doc/group__FileIO.html

Searching on the forum brings some interesting discussions too.
by ashleydb
Tue Oct 04, 2005 6:20 am
Forum: PSP Development
Topic: Vertex and Texture data through I/O?
Replies: 5
Views: 1977

Hey, no problem. I'm just starting off coding for PSP myself. I made a Maya -> OpenGL model exporter and loader, so I want to port that to PSP. I'm having texture problems right now, but good luck with yours.
by ashleydb
Tue Oct 04, 2005 5:46 am
Forum: PSP Development
Topic: build a PSP file
Replies: 7
Views: 2390

Where did the makefile come from?
by ashleydb
Tue Oct 04, 2005 5:45 am
Forum: PSP Development
Topic: Window Toolkit for PSP
Replies: 6
Views: 2706

xoclipse wrote:Hehe yeah having a hardware accelerated user interface would be pretty cool.
Enter Windows Vista...
by ashleydb
Tue Oct 04, 2005 5:44 am
Forum: PSP Development
Topic: Vertex and Texture data through I/O?
Replies: 5
Views: 1977

A quick search of the forum brings up this: http://forums.ps2dev.org/viewtopic.php?t=3424&highlight=memalign http://forums.ps2dev.org/viewtopic.php?t=2714&highlight=memalign This may also be of use (saving and loading PNGs): http://svn.ps2dev.org/filedetails.php?repname=psp&path=/trunk/l...
by ashleydb
Tue Oct 04, 2005 5:23 am
Forum: PSP Development
Topic: Vertex and Texture data through I/O?
Replies: 5
Views: 1977

There is nothing to stop you doing that except writing the loaders for those file types. You wouldn't use 3DS... you'd export something from Max, but images could be anything if you write to correct loader.
by ashleydb
Tue Oct 04, 2005 5:09 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

From this in another post: sceKernelDcacheWritebackAll() before calling the glTex*() functions, glFinish() after the vertex render functions before you are moving to the next texture on the same texture object. I made this: void GameMain(void) { sceGuStart(GU_DIRECT,...
by ashleydb
Tue Oct 04, 2005 4:41 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

No, I wasn't. I just tried adding it here:

sceGuTexFlush();
sceGuTexImage(0,64,64,64,swizzleData);

But that made it look worse...
by ashleydb
Tue Oct 04, 2005 4:22 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

extern unsigned char logo_start[]; static unsigned short swizzleData[64*64] = {0}; ... swizzle(swizzleData,logo_start, 64*2, 64); //swizzle_fast(swizzleData,logo_start, 64*2, 64); ... sceGuTexMode(GU_PSM_4444,...
by ashleydb
Tue Oct 04, 2005 4:07 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

Thanks for clearing up the width parameter for me. And I can't believe I made such a stupid mistake leaving that 'const' there... The perils of Copy & Paste.
by ashleydb
Tue Oct 04, 2005 3:56 am
Forum: PSP Development
Topic: Multiple sceGumTranslate's
Replies: 7
Views: 2413

// draw eagle some place else and make it spin sceGumPushMatrix&#40;&#41;; sceGumLoadIdentity&#40;&#41;; <-----------------REMOVE ScePspFVector3 rot = &#123; val * 0.79f * &#40;M_PI/180.0f&#41;, val * 0.98f * &#40;M_PI/180.0f&#41;, val * 1.32f * &#40;M_PI/180...
by ashleydb
Tue Oct 04, 2005 3:52 am
Forum: PSP Development
Topic: Custom model viewer based off cube sdk sample - help
Replies: 31
Views: 12820

Can't you do fileIO from MaxScript? That would make things more general.
by ashleydb
Mon Oct 03, 2005 11:59 am
Forum: PSP Development
Topic: Texture Mapping with the Gu Lib
Replies: 24
Views: 7444

He said you should run the following line of code on each of your texture co-ordinates:

v = 1.0f - v;

Where v is one of the cordinates.
by ashleydb
Mon Oct 03, 2005 11:43 am
Forum: PSP Development
Topic: Custom model viewer based off cube sdk sample - help
Replies: 31
Views: 12820

How did you get the new data to copy/paste in the first place? You just use that to write out a text file with that data in it. Just make a .h file and write out the text so it looks just like the cube data in that example, then include that file in your project. Simple.
by ashleydb
Mon Oct 03, 2005 11:35 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9643

Did you ever manage to fix your problem? I'm having trouble swizzling anything. I'm trying to do a 128*128 texture, but its not working. I went back to trying to swizzle the texture that came with the cube demo instead to try and find out what I'm doing wrong, but thats still not happening. Anything...