Search found 70 matches
- Tue Jan 02, 2007 11:29 pm
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11677
- Tue Jan 02, 2007 1:34 am
- Forum: PSP Development
- Topic: Where can I find stubs info ?
- Replies: 3
- Views: 1930
- Sun Dec 31, 2006 3:23 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11677
- Sun Dec 24, 2006 9:39 pm
- Forum: PSP Development
- Topic: closer is slower ?
- Replies: 8
- Views: 2891
Mipmapping makes the PSP use a lower resolution copy of the image when the surface gets further away. Mipmapping shouldnt do anything on a surface thats close up. This is wrong. Mipmapping is used also when the uvs texture coordinates are closer and does not cover all the texture. Gothi: If you mip...
- Sun Dec 24, 2006 9:20 pm
- Forum: PSP Development
- Topic: closer is slower ?
- Replies: 8
- Views: 2891
- Sun Dec 24, 2006 8:09 am
- Forum: PSP Development
- Topic: closer is slower ?
- Replies: 8
- Views: 2891
- Tue Oct 03, 2006 5:44 am
- Forum: PSP Development
- Topic: Mipmapping
- Replies: 3
- Views: 1800
www.goop.org/psp/glThe PSP hardware seems to have a bug where a texture viewed from a particular angle will use larger mipmaps than necessary, which means the appearance will change on screen as view angle changes, and there may be a performance impact.
- Sun Sep 10, 2006 10:30 pm
- Forum: PSP Development
- Topic: exception handler [Solved]
- Replies: 0
- Views: 1067
exception handler [Solved]
hi,
how can i install an exception handler to manage the float overflow to ignore it ?
how can i install an exception handler to manage the float overflow to ignore it ?
- Thu Sep 07, 2006 6:43 am
- Forum: PSP Development
- Topic: Quick question about rendering triangles
- Replies: 4
- Views: 2333
- Wed Sep 06, 2006 9:53 am
- Forum: PSP Development
- Topic: Quick question about rendering triangles
- Replies: 4
- Views: 2333
- Sun Sep 03, 2006 11:39 am
- Forum: PSP Development
- Topic: libmad and pcm output
- Replies: 3
- Views: 1633
- Tue Aug 29, 2006 9:13 pm
- Forum: PSP Development
- Topic: PSPGL - unloading textures from memory.
- Replies: 2
- Views: 2177
glDeleteTextures( int size , int *names ); There is a bug on glDeleteTexture that wasn't freeing the texture from memory, i've fixed it : open glDeleteTexture.c and replace the line 19 with __pspgl_texobj_free(tobj); then recompile pspgl. NOTE: If you don't fix this bug PSPGL won't free the texture.
- Fri Aug 25, 2006 8:25 am
- Forum: PSP Development
- Topic: PRX locks buttons
- Replies: 5
- Views: 3605
- Thu Aug 17, 2006 10:24 pm
- Forum: PSP Development
- Topic: Using Wi-Fi
- Replies: 4
- Views: 2528
- Thu Aug 17, 2006 10:22 pm
- Forum: PSP Development
- Topic: Media Engine in USER mode.
- Replies: 2
- Views: 2587
The media engine cannot be started in USERMODE, what your code does is to start the function start_up in kernel mode, and the main thread in user mode. In the start_up function (that is running in kernel mode) the media engine is started. I've used this trick a long time ago to have the 'home' butto...
- Thu Aug 17, 2006 9:28 am
- Forum: PSP Development
- Topic: Sound Libraries?
- Replies: 4
- Views: 2982
- Thu Aug 17, 2006 7:52 am
- Forum: PSP Development
- Topic: Parity Check (odd/even)
- Replies: 8
- Views: 5355
- Sun Aug 13, 2006 9:42 am
- Forum: PSP Development
- Topic: Reading from a Socket
- Replies: 2
- Views: 1454
- Sun Aug 13, 2006 6:07 am
- Forum: PSP Development
- Topic: stencil shadows
- Replies: 0
- Views: 936
stencil shadows
hello,
i'm trying to generate stencil volume shadows but it seems that triangles must be clipped and it will be very slow.
How did you solve this problem ?
i'm trying to generate stencil volume shadows but it seems that triangles must be clipped and it will be very slow.
How did you solve this problem ?
- Sat Aug 12, 2006 10:15 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10391
- Sat Aug 12, 2006 9:13 am
- Forum: PSP Development
- Topic: Some VFPU clocktick analysis
- Replies: 7
- Views: 3215
- Sat Aug 12, 2006 8:33 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10391
- Sat Aug 12, 2006 8:00 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10391
- Sat Aug 12, 2006 4:41 am
- Forum: PSP Development
- Topic: ASM in C program? Include it externally? Some info plz?
- Replies: 27
- Views: 20091
- Sat Aug 12, 2006 4:26 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10391
- Sat Aug 12, 2006 4:07 am
- Forum: PSP Development
- Topic: Some VFPU clocktick analysis
- Replies: 7
- Views: 3215
- Fri Aug 11, 2006 8:42 am
- Forum: PSP Development
- Topic: Some VFPU clocktick analysis
- Replies: 7
- Views: 3215
- Wed Aug 09, 2006 10:44 pm
- Forum: PSP Development
- Topic: Free memory available functions
- Replies: 19
- Views: 11015
- Wed Aug 09, 2006 9:30 am
- Forum: PSP Development
- Topic: Stencil buffer shadows
- Replies: 2
- Views: 2640
- Wed Aug 09, 2006 9:26 am
- Forum: PSP Development
- Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
- Replies: 25
- Views: 15050
vsync is automatically enabled in pspgl, if you want to disable it just open the file pspgl_vidmem.c and remove all sceDisplayWaitVblankStart calls and recompile it, you will get a bad flickering effect. if you read buffer from the psp pad make sure to use sceCtrlPeekBufferPositive and not sceCtrlRe...