Search found 16 matches

by viridite
Wed Nov 14, 2007 12:01 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3103

Thanks very much... I tried yesterday and it did speed up... i will try to make it faster by imporving the algorithem. somehow it works fine. currently i used a cache to load hundreds of charactors and once there appears one that isn't hit in the cache i will replace it with the least used one. so t...
by viridite
Tue Nov 13, 2007 7:33 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3103

Thanks. but i think that is not realistic because every try of caching data will cost at least one to two seconds. so once we need to cache some data the user needs to wait two seconds or more , it's not good at least at the very first of the caching process. but maybe i can try to cache several pag...
by viridite
Mon Nov 12, 2007 11:16 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3103

If you are looking for speed, I would think rendering the ttf once to a bitmap font and then indexing into it with uv coords would be the way to go. Hmm, just realized you are trying to use Chinese fonts wich would make for a huge bitmap font. I suppose you could use some caching scheme for the ren...
by viridite
Mon Nov 12, 2007 3:08 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3103

thanks!

so you never used ttf to display something? OK.... do you have some interesting things to introduce? haha.

anyway, nice to meet you,kind man!
by viridite
Mon Nov 12, 2007 2:14 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3103

why nobody answer this?
did anybody use sdl ttf for development?
by viridite
Mon Nov 12, 2007 1:31 am
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3103

ttf algorithem

Hi, guys recently i'm trying to use SDL's ttf support to make a reader. currently i can use it to display the chinese fonts. but i found a serious problem: 1. i use a cache to read the file first to store some fonts . 2. before every draw of the screen i will then read the char from the buffer and t...
by viridite
Fri Nov 09, 2007 6:25 pm
Forum: PSP Development
Topic: Help ~ makefile problems
Replies: 5
Views: 1793

ok... thanks that means i just need to write down the rules directly then i can get what i want? ok.. could you please check this condition? there are two folders under the root: src obj then my makefile will be like this: ROOT := $(shell pwd) MODULE_OBJS = ZOUT = $(R...
by viridite
Fri Nov 09, 2007 3:51 pm
Forum: PSP Development
Topic: Help ~ makefile problems
Replies: 5
Views: 1793

jimparis wrote:Implicit rules
http://web.mit.edu/6.033/labdoc/make_10.html
i don't think so. because if so how does the make command know which flags are the wanted one?
by viridite
Fri Nov 09, 2007 2:38 pm
Forum: PSP Development
Topic: Help ~ makefile problems
Replies: 5
Views: 1793

Help ~ makefile problems

i want to make some folders for my project and i want the compiler to compile *.c under /src and output objs to /obj folder.

i checked the build.mak but never found where CC and CFLAGS are used. so i'm confused that where is the rule which makes *.c to *.o?
by viridite
Thu Nov 08, 2007 7:52 pm
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

Thank you! I've solved this problem:)

i rechecked the configure file and and opengl enable in command line...it won't crash now~:)
by viridite
Thu Nov 08, 2007 7:30 pm
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

sorry, forget one thing.

I just modified the Makefile generated by ./configure............ so i don't know whether it's enough.....
by viridite
Thu Nov 08, 2007 7:23 pm
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

Thank you!
after checking the SDL lib, i found when using ./configure the openGL isn't supported.

could you tell me how to configure this by the way?
by viridite
Thu Nov 08, 2007 1:29 pm
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

I used info = SDL_GetVideoInfo (); printf( "\r\n info is 0x%x",(Uint32)info); to get information from the initialization and got 0x89480A8 that is 00001000 10010100 10000000 10101000b according to typedef struct SDL_VideoInfo { Uint3...
by viridite
Thu Nov 08, 2007 1:18 pm
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

sorry . i think i need to post the debug info when using the lib built by myself. it also crashes with data bus error, but as i used the psp-addr2line for debug, i found the problem report by the system is when calling the following function /** * cached register write, save value and mark as touche...
by viridite
Thu Nov 08, 2007 12:44 pm
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

i changed to a precompiled lib and it outputs exception detail: I regret to inform you your psp has just crashed Exception Details: Exception - Bus error(data) EPC - 08927808 ...(some numbers) The offending routing may be identified with psp-addr2line -e taget.elf -f -C 0x89298d8 0x5c30fc8a 0x89007e...
by viridite
Thu Nov 08, 2007 4:37 am
Forum: PSP Development
Topic: problems with sdl + opengl(SOLVED!)
Replies: 8
Views: 2869

problems with sdl + opengl(SOLVED!)

Hi, everybody I'm new to psp development. i'm now using PSP 3.52M33 for development. recently i met a problem and cannot find solution with google. so pls somebody help my code #define SCR_TEX_W 512 #define SCR_TEX_H 256 // Initializes the PSP Display. void InitializeGraphics() &...