Search found 7 matches
- Wed Jan 04, 2006 3:10 pm
- Forum: PSP Development
- Topic: fread weirdness with larger files
- Replies: 10
- Views: 6051
A lot of time folks want to blame the compiler when they see weirdness caused by other bugs in their software. Unfortunately, while I can definitely repro it 100% of the time, it's in a code base that belongs to my company...and it's a pretty large code base with a full game level worth of data. So...
- Tue Jan 03, 2006 9:25 pm
- Forum: PSP Development
- Topic: fread weirdness with larger files
- Replies: 10
- Views: 6051
I just spent 4 hours working through other file read related hang problems. You may want to try changing your Makefile to compile with -O1 instead of -O2. -O1 will do less optimization. However, -O2 seems to cause my app to hang the PSP if I change a line of code from time to time (I think gcc's opt...
- Tue Jan 03, 2006 10:15 am
- Forum: PSP Development
- Topic: GU_TEXTURE_8BIT not working?
- Replies: 2
- Views: 1233
What happens if you drop color from a 32-bit value to 16-bit? Same thing. I tried changing the color to 4444 (and added a 16-bit pad to the end of the position) but had the same result. I also tried setting all values to 0 for every vertex except for the xyz position...same results, vertices everyw...
- Tue Jan 03, 2006 10:02 am
- Forum: PSP Development
- Topic: GU_TEXTURE_8BIT not working?
- Replies: 2
- Views: 1233
GU_TEXTURE_8BIT not working?
Hi, I can't get 8-bit texture coordinates to work at all. When I call: sceGuDrawArray (pspPrimType, (GU_TEXTURE_8BIT | GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_3D), ...) the results look like the vertex stride in hardware is wrong (vertices everywhere at runtime...
- Tue Jan 03, 2006 9:49 am
- Forum: PSP Development
- Topic: MipMap distance
- Replies: 8
- Views: 2903
- Tue Jan 03, 2006 9:47 am
- Forum: PSP Development
- Topic: MipMap distance
- Replies: 8
- Views: 2903
Thanks for the replies...but I'm still a bit lost on how those values are used. I played with binding the variables to the joystick before and it really makes no sense. Another confusing thing is that when you call sceGuTexScale (float, float); with anything other than sceGuTexScale (1.0f, 1.0f); th...
- Sun Jan 01, 2006 11:22 am
- Forum: PSP Development
- Topic: MipMap distance
- Replies: 8
- Views: 2903
Hi, I've been beating my head over the usage of sceGuTexLevelMode(int, float). Does anyone have any tips on what those two arguments are? I'm having a similar problem with the lower mip levels getting too blurry. My initial guess was that the int was to specify a mip level and the float some mip bia...