Search found 54 matches
- Thu Dec 15, 2005 7:17 am
- Forum: PSP Development
- Topic: Swizzled Textures (again, and again...) & VRAM
- Replies: 1
- Views: 1857
- Mon Dec 05, 2005 7:44 am
- Forum: PSP Development
- Topic: Textures in RAM
- Replies: 5
- Views: 2199
There's no automatic heap compression in any of the memory managers supplied with the pspsdk, so pointers becoming invalid behind your back is not an issue. If you create your own memory manager for vram and implement heap compression, you probably want your vram resource class (which stores the poi...
- Sat Nov 12, 2005 11:11 pm
- Forum: PSP Development
- Topic: Math.h !!!
- Replies: 6
- Views: 2142
- Mon Nov 07, 2005 10:50 am
- Forum: PSP Development
- Topic: [FIXED] Graphics Issues.. weird.
- Replies: 5
- Views: 2433
ok now this is even more weird If I call my drawsprites() function twice, it seems the problem doesnt occur.. is there some kind of write-delay that I need to be aware of??? Possibly, the GE chip can't read stuff from the CPU's cache, so try calling sceKernelDcacheWriteback() (check name in header ...
- Sat Nov 05, 2005 10:09 am
- Forum: PSP Development
- Topic: gettings started: some questions
- Replies: 2
- Views: 1847
Re: gettings started: some questions
sceGuStart(GU_DIRECT,list); this takes in an array of ints. What does the array contain? is it all of your commands which will then get executed when sceGuFinish() is called? sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2)); i dont see the point of this? The list will be used as a buffer whe...
- Thu Nov 03, 2005 11:03 am
- Forum: PSP Development
- Topic: pspGL C++ errors
- Replies: 9
- Views: 2854
- Wed Nov 02, 2005 11:24 pm
- Forum: PSP Development
- Topic: pspGL C++ errors
- Replies: 9
- Views: 2854
- Wed Nov 02, 2005 8:55 am
- Forum: PSP Development
- Topic: Render To Texture
- Replies: 6
- Views: 4007
- Wed Nov 02, 2005 4:43 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5627
That's what I have in PSPGL. The 1,2,3,0 order doesn't make much sense to me. I think the PSPGL code is still wrong, but that doesn't look like the fix. The alpha block in DXT3 contains explicit alpha values. DXT5 contains two alpha values and a block of interpolants for the pixels. In the PSP that...
- Tue Nov 01, 2005 12:15 pm
- Forum: PSP Development
- Topic: Render To Texture
- Replies: 6
- Views: 4007
- Mon Oct 31, 2005 12:30 pm
- Forum: PSP Development
- Topic: NOOB: How to blit images & print to coordinates?
- Replies: 10
- Views: 3998
- Mon Oct 31, 2005 10:04 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5627
- Mon Oct 31, 2005 5:08 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5627
Re: Converting DXT textures
Texture formats 9 and 10 are indeed DXT3 and DXT5. There is another thread that has a pretty good discussion of this titled "DXTn texture format" ( http://forums.ps2dev.org/viewtopic.php?t=3034&start=0&postdays=0&postorder=asc&highlight= ) Bah I hate forum search, it didn'...
- Mon Oct 31, 2005 4:26 am
- Forum: PSP Development
- Topic: How to swizzle textures?
- Replies: 11
- Views: 7708
As I commented in the DXT thread, I think DXT textures can't be swizzled. When I enable swizzling, I see lots of 4x4 blocks that appear repeated, which should never happen. However, the data inside each block is still correct. If you got your DXT textures working, I'd appreciate some help over in th...
- Mon Oct 31, 2005 3:42 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5627
- Mon Oct 31, 2005 2:03 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5627
DXT textures?
Hi! I read that PSP supports "compressed textures", and from older posts I gather that they are DXT textures. However, there seems to be little info about this topic, no mention at all in the Gu library and etc. Assuming that DXT formats are an extension of the current 5650, 4444, 8888 etc...
- Sun Oct 30, 2005 6:32 pm
- Forum: PSP Development
- Topic: NOIZ2SA v.6 released with source code
- Replies: 1
- Views: 1211
- Sat Oct 29, 2005 11:34 am
- Forum: PSP Development
- Topic: Alpha blending ??
- Replies: 9
- Views: 2656
- Fri Oct 28, 2005 6:33 am
- Forum: PSP Development
- Topic: Textures in RAM (not VRAM)
- Replies: 8
- Views: 2535
- Wed Oct 26, 2005 6:18 am
- Forum: PSP Development
- Topic: 16-bit graphics mode.. I'm blowing it somewhere :)
- Replies: 1
- Views: 1577
- Tue Oct 25, 2005 9:28 am
- Forum: PSP Development
- Topic: first code - intro
- Replies: 5
- Views: 3973
- Sun Oct 23, 2005 9:10 am
- Forum: PSP Development
- Topic: Bug in sceGuDrawBuffer()
- Replies: 1
- Views: 1107
Bug in sceGuDrawBuffer()
I believe the lines sendCommandi(157,((((unsigned int)gu_draw_buffer.frame_buffer) & 0xff000000) >> 8)||gu_draw_buffer.frame_width); sendCommandi(159,((((unsigned int)g...
- Sun Oct 23, 2005 1:24 am
- Forum: PSP Development
- Topic: Memory alignment requirements of various data?
- Replies: 3
- Views: 1647
I see... But my code fails to agree. :( Some more questions: - I tried to #define ALIGN_16 __attribute__((aligned(16))), and I would get different results if I used the macro (crash exactly as if the macro wasn't there) or the actual __attribute__ (things worked). Is this normal? - I understand VFPU...
- Sun Oct 23, 2005 12:47 am
- Forum: PSP Development
- Topic: Memory alignment requirements of various data?
- Replies: 3
- Views: 1647
Memory alignment requirements of various data?
As posted in the GetMemory() thread, I keep having random problems if I don't make sure that all my Gu-related data is aligned to 16 bytes: matrices, vertex arrays, display lists... When I dont align them with __attribute__((aligned(16))), rendering tends to fail depending on how many commands have ...
- Sat Oct 22, 2005 9:17 am
- Forum: PSP Development
- Topic: sceGuGetMemory??? explain please
- Replies: 4
- Views: 1881
So GetMemory is fine for on-the-fly rendering of quads, debug traces and such (assuming it's not a lot of them)? I was having problems with that in my beginnings, had to insert some dummy commands like repeating some sceGuEnable() before I got my GetMemory-allocated vertex array to show up, when I m...
- Sat Oct 22, 2005 5:04 am
- Forum: PSP Development
- Topic: Stupid question.... .bashrc
- Replies: 4
- Views: 1630
- Sat Oct 22, 2005 4:42 am
- Forum: PSP Development
- Topic: sceGuGetMemory??? explain please
- Replies: 4
- Views: 1881
- Fri Oct 21, 2005 7:18 am
- Forum: PSP Development
- Topic: Need some more help with some graphics code
- Replies: 13
- Views: 4773
- Fri Oct 21, 2005 7:15 am
- Forum: PSP Development
- Topic: 3D models to psp format converter ?
- Replies: 7
- Views: 6010
- Thu Oct 20, 2005 8:24 am
- Forum: PSP Development
- Topic: Writing text to the screen.
- Replies: 1
- Views: 2207