ok, found example envmap.c
sceGuTexMapMode(
GU_ENVIRONMENT_MAP, // envmap mode on
2, // use 2nd light position as an envmap matrix 1st column
3 // use 3rd light position as an envmap matrix 2nd column
);
Search found 26 matches
- Tue Jul 18, 2006 8:26 pm
- Forum: PSP Development
- Topic: one quick question - automatic mapping ala reflection
- Replies: 1
- Views: 1383
- Tue Jul 11, 2006 2:10 am
- Forum: PSP Development
- Topic: one quick question - automatic mapping ala reflection
- Replies: 1
- Views: 1383
one quick question - automatic mapping ala reflection
automatic mapping ala reflection
EYE_LINEAR or OBJECT_LINEAR
is it possible?
i cant find it in .H files
thanks
EYE_LINEAR or OBJECT_LINEAR
is it possible?
i cant find it in .H files
thanks
- Tue Nov 22, 2005 6:29 pm
- Forum: PSP Development
- Topic: usb
- Replies: 10
- Views: 3663
Some computer also allow to disable the write cache. In win2k you can find that by right clicking on the drive, choose Properties. From there go to the Hardware tab, press on the Properties button and there select the Disk Properties tab. There you can find Write Cache Enable check box. On my compu...
- Tue Nov 22, 2005 6:20 pm
- Forum: PSP Development
- Topic: usb
- Replies: 10
- Views: 3663
- Tue Nov 22, 2005 12:19 am
- Forum: PSP Development
- Topic: usb
- Replies: 10
- Views: 3663
- Tue Nov 22, 2005 12:00 am
- Forum: PSP Development
- Topic: usb
- Replies: 10
- Views: 3663
Re: usb
uh, thanks. That's not good news ;-)Shine wrote:Windows caches USB harddisks, because it doesn't expect that the data is changed from other sources, so you have to deactivate and reactivate the USB connection to force Windows to reload the FAT etc.
- Mon Nov 21, 2005 11:11 pm
- Forum: PSP Development
- Topic: usb
- Replies: 10
- Views: 3663
usb
hi there,
i have tested usb connection (usbstorage sample)
well, the strange thing is, that i am modifing file on card (added some code to sample), but via usb connection there's still old data...
any ideas?
i have tested usb connection (usbstorage sample)
well, the strange thing is, that i am modifing file on card (added some code to sample), but via usb connection there's still old data...
any ideas?
- Wed Nov 16, 2005 2:44 am
- Forum: PSP Development
- Topic: JakX / Daxter / USB
- Replies: 27
- Views: 12040
- Wed Nov 16, 2005 12:37 am
- Forum: PSP Development
- Topic: PSP Architecture
- Replies: 6
- Views: 4925
i just noticed someone else already posted this article in another thread here. (future link to the other thread by zig) also, i thought it was odd since i remember this conference and we had to give all the handouts back.( considereing they were friggin bound down). this was obviously ripped using...
- Tue Nov 15, 2005 6:56 pm
- Forum: PSP Development
- Topic: SDL & Alpha Blending
- Replies: 6
- Views: 3314
Re: SDL & Alpha Blending
Greetings, I have been attempting to use 32 bit PNG files with an alpha channel. I load the images via SDL_Image. I have my display setup in 16 bit mode. When I call SDL_DisplayFormatAlpha() on my image, my image becomes fully transparent. I.E. I can see right through it and it is as if it was neve...
- Tue Nov 15, 2005 6:48 pm
- Forum: PSP Development
- Topic: few questions (synchro, textures)
- Replies: 4
- Views: 2063
I think your math is messed up. 2mb of vram = 0x200000, 512 * 280 * 4 * 3 = 0x1a4000, 0x200000 - 0x1a4000 = 0x5c000 = around 380kb. You're probably out of vram. -ReK yp, that was a problem. now i have vram free mem calculator. Some textures are stored in vram some in ram, but i have to optimalise t...
- Tue Nov 15, 2005 3:44 am
- Forum: PSP Development
- Topic: few questions (synchro, textures)
- Replies: 4
- Views: 2063
Re: few questions (synchro, textures)
something is propably synchronising it. Could be this synchronisation disabled? it's harder to measure performance of each part of engine. you probably have something like this in your main loop: sceDisplayWaitVblankStart(); sceGuSwapBuffers(); the sceDisplayWaitVbla...
- Tue Nov 15, 2005 3:29 am
- Forum: PSP Development
- Topic: In-Game Music Playing
- Replies: 7
- Views: 4101
- Tue Nov 15, 2005 2:55 am
- Forum: PSP Development
- Topic: [fixed] How to clear screen on 16 bit display mode?
- Replies: 1
- Views: 1611
- Tue Nov 15, 2005 2:52 am
- Forum: PSP Development
- Topic: Loading bmp's
- Replies: 12
- Views: 6498
- Tue Nov 15, 2005 2:44 am
- Forum: PSP Development
- Topic: few questions (synchro, textures)
- Replies: 4
- Views: 2063
few questions (synchro, textures)
hello again, I have some few questions ;-) --------------------------- first: i made a fps counter. The first number i've got was 59.7fps (propably it should be 60fps). the next with more triangles and textures was 30fps something is propably synchronising it. Could be this synchronisation disabled?...
- Fri Oct 21, 2005 7:06 pm
- Forum: PSP Development
- Topic: 3D models to psp format converter ?
- Replies: 7
- Views: 6016
Re: convert it
me too :)LuMo wrote: MAYA! MAYA! MAYA! *g* if someone got such a scipt/program/tool
please let me know :)
o
- Fri Oct 21, 2005 5:22 pm
- Forum: PSP Development
- Topic: 3D models to psp format converter ?
- Replies: 7
- Views: 6016
convert it
i highly recommend convert them into a PSP-ready format. it's faster
you can convert it from existing format (3ds, wrl, obj...)
or better make a exporter plugin to maya or max (better maya :D )
you can convert it from existing format (3ds, wrl, obj...)
or better make a exporter plugin to maya or max (better maya :D )
- Thu Oct 13, 2005 7:31 pm
- Forum: PSP Development
- Topic: why to swizzle? and how works reading...
- Replies: 2
- Views: 1849
- Thu Oct 13, 2005 6:59 pm
- Forum: PSP Development
- Topic: why to swizzle? and how works reading...
- Replies: 2
- Views: 1849
why to swizzle? and how works reading...
hello, could anybody explain why to swizzle textures? this document explain how to: http://wiki.pspdev.org/psp:ge_faq this document explain, that cache consists of 64b chunks. and cache is 8kb like in ps2. http://goop.org/psp/cache-howto.html but i dont understand why it's better to rearange texture...
- Thu Oct 13, 2005 4:35 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
- Thu Oct 13, 2005 4:31 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
Re: textures, blitting, array in VRAM, and etc...
yp, and that "native" gl doesnt support a lot of stuff (at the moment)holger wrote: pspgl is native... what did you believed the 'psp' stands for? ;)
for ex. sprites primitive or vertex weights...
- Thu Oct 13, 2005 4:28 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
Re: textures, blitting, array in VRAM, and etc...
oh, that's truth :)
- Thu Oct 13, 2005 4:12 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 is palette of indexed texure possible to load to vram too? >Yep. how? 2nd: HOW can I in hell put vertices and o...
- Thu Oct 13, 2005 3:31 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
Use pspgl if you want access the GE using OpenGL semantics. Prefer the SVN version if you provide your data in PSP native format, or Jeremy's tree if you want to let the library handle the texture and vertex format conversion. dont wanna use pspgl, just tring to find native equivalent. SVN version ...
- Thu Oct 13, 2005 3:10 am
- Forum: PSP Development
- Topic: textures, blitting, array in VRAM, and etc...
- Replies: 14
- Views: 7695
textures, blitting, array in VRAM, and etc...
hello, everyone. i have some few questions. 1st: i tried to programmed some tests, few models from maya with one texture coded to 5650 or 4444 16 bit - just for test. now i coded own convertor for textures from 4bit indexed and 16bit palette 5650 up to 32b 8888 format. Tester for 8kb cache (if conve...