Search found 22 matches

by skwi
Thu Jun 12, 2008 11:31 pm
Forum: General Discussion
Topic: svn via proxy
Replies: 5
Views: 7776

I know this is an old topic, but if someone else is stuck behind a proxy, there is a solution :
this mirror of ps2dev svn support websvn:

http://psp.jim.sh/svn



so the answer is, try this:

svn co http://psp.jim.sh/svn/ps2/trunk/ps2toolchain

I tried, it works
by skwi
Mon Jun 09, 2008 10:17 pm
Forum: PSP Development
Topic: file access problem with BUILD_PRX = 1
Replies: 5
Views: 2083

thanks for your answers, New custom firmwares basically require a prx to be encapsulated into eboot. So the whole executable is like a library loader. While a program starts with a status setted by executing environment (or operating system...) a library does not, so a prx has _NOT_ (among other sta...
by skwi
Mon Jun 09, 2008 12:45 am
Forum: PSP Development
Topic: file access problem with BUILD_PRX = 1
Replies: 5
Views: 2083

file access problem with BUILD_PRX = 1

Hi, I've got a weird problem when I try to add "BUILD_PRX = 1" in my makefile. When I add this line, my program can't access file on disk, when it try to open a file, it return NULL. but without BUILD_PRX = 1, everything work fine I really don't understand why it wouldn't work this is my m...
by skwi
Mon Aug 14, 2006 8:41 pm
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

thank you, now this is working
i'm sorry I did'nt understand your first post at first
now i can do somes tests
by skwi
Mon Aug 14, 2006 6:12 am
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

but i don't use any of this this is my main loop : while(running()) { sceGuStart(GU_DIRECT,list1); if(objetest.etat==0) { if(chargeobj(&objetest)==0)//load the object break;//quit &a...
by skwi
Mon Aug 14, 2006 1:53 am
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

thanks but i know this, I removed it but the fps is still 60 (sorry i forgot to say it in my last post)
by skwi
Mon Aug 14, 2006 12:58 am
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

I can't make any performance test because i can't go over 60 fps
with somes polygons : 60 fps
with 20000 polygons : 60 fps

i don"t think my fps is wrong because i can move with the same speed with somes polygons or with 20000 polygons

why ?
by skwi
Fri Aug 11, 2006 7:22 pm
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

thanks for your answers Raphael, , sometimes 8 bit can work and it's 4 bytes aligned : 1*3+1*3+1*2 = 8 , but with somes big detailled objects, 256 isn't enough, i'll make a test but i think there is not a huge difference according to this : 8 bytes: 13.67mv/s (13.67mv/s) 10 bytes: 13.67mv/s (13.67mv...
by skwi
Thu Aug 10, 2006 11:14 pm
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

by skwi
Sat Jul 29, 2006 8:51 pm
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9790

you should increase the "near" of guprojection, this should hepl
by skwi
Fri Jul 28, 2006 2:10 am
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 9014

Optimizing the GU (how to get best performances)

I searched how to get the best performances with the GU here is what I found : Textures : -use indexed textures -use swizzled textures -load textures in VRAM Vertices array : -use vertices between 8-12 bytes -EDIT : DON'T use vertex index -use stripped triangles ok, now i want to know what is the be...
by skwi
Sat Jul 22, 2006 9:50 pm
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 4334

oh thank you, this solve all my problems
now it's working fine (but i think i'll find another problem later)
thank you for your help
by skwi
Sat Jul 22, 2006 8:50 am
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 4334

i think you"re right but i can"t find where and now i've got a very strange problem, when I allocate the memory for my texture, it change the z coordinate of the first point of my mesh i really don"t understand why i've got all theses strange problems here is the whole code : #include...
by skwi
Fri Jul 21, 2006 4:24 am
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 4334

actually the light problem was in the makefile

my old makefile :
CFLAGS = -G0 -Wall

I've added "-O2" :
CFLAGS = -G0 -Wall -O2

ans now lighting is working
by skwi
Thu Jul 20, 2006 10:56 pm
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 4334

maybe but i haven't test 4*4 in 32 bits but i don"t have any 4*4 textures, it was only a test but now i've got another problem, with lights, i've add lights to my programm and i can't see any light i've added sceGuEnable(GU_LIGHTING); sceGuEnable(GU_LIGHT0); with the others GU setup I've add : ...
by skwi
Thu Jul 20, 2006 12:52 am
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 4334

thank you for your help but i have resolved my problem using larger textures, with a 8*8 texture everything work fine seems like the minimum Texture Buffer Width is 8 because in my old texture (i've put in my first message) i have a 4*4 texture buffer and it skip lines acting like if the Texture Buf...
by skwi
Wed Jul 19, 2006 9:18 pm
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 4334

how to set my texture ?

I want to use textures from a table with the texture, but this don"t work, somes lignes of my texture are skipped my textures is : static unsigned char __attribute__((aligned(16))) texture[]={0x00,0x00, 0xFF,0xFF, 0x00,0x0...
by skwi
Wed Jul 19, 2006 5:09 am
Forum: PSP Development
Topic: Textures not appearing
Replies: 9
Views: 3326

I've had the same problem because my texture was not alignated to 16 bytes, try this, this should work
by skwi
Tue May 23, 2006 4:57 am
Forum: PSP Development
Topic: Problem with sceGuDrawArray
Replies: 5
Views: 2068

thank you a lot
i think i understand now

but i'll continue programming later cause my psp screen is broken
by skwi
Fri May 19, 2006 6:50 am
Forum: PSP Development
Topic: Problem with sceGuDrawArray
Replies: 5
Views: 2068

but is guDrawArray faster as gumDrawarray? is there any advantages to use guDrawArray instead of gumDrawArray ?
by skwi
Tue May 16, 2006 6:34 am
Forum: PSP Development
Topic: Problem with sceGuDrawArray
Replies: 5
Views: 2068

thank you, I'll try to change things
by skwi
Tue May 16, 2006 4:53 am
Forum: PSP Development
Topic: Problem with sceGuDrawArray
Replies: 5
Views: 2068

Problem with sceGuDrawArray

hello everybody I can use sceGuDrawArray to draw in 2D with GU_TRANSFORM_2D but in 3D with GU_TRANSFORM_3D only sceGu m DrawArray work, but sceGuDrawArray draw nothing, why ? my program use the same GU initialisation as the sample "cube", and in the sample "cube" too, when I repl...