Search found 21 matches

by cadaver
Tue Sep 09, 2008 3:31 pm
Forum: PSP Development
Topic: FD_ISSET() code working on pc, but not on psp
Replies: 1
Views: 1074

Seems, select/FD_ISSET don't work with dgram sockets (psp)?
I've set the socket now to nonblock (fcntl(fd_dgram_listen, F_SETFL, O_NONBLOCK);) and I'm repeating recvfrom while nbytes > 0. Then it's ok.
by cadaver
Tue Sep 09, 2008 4:46 am
Forum: PSP Development
Topic: FD_ISSET() code working on pc, but not on psp
Replies: 1
Views: 1074

FD_ISSET() code working on pc, but not on psp

bool getServerMessagesDgram() { begin: read_fds = master; timeval tv; tv.tv_sec = 0; tv.tv_usec = 0; if (select(FD_SETSIZE, &read_fds, NULL, NULL, &tv) == -1) { report_error("select failed.")...
by cadaver
Sun Sep 07, 2008 5:04 pm
Forum: PSP Development
Topic: sceNetApctlConnect returns 80410A0D
Replies: 2
Views: 1370

never mind, forgot to call pspSdkInetInit...
by cadaver
Sun Sep 07, 2008 4:00 am
Forum: PSP Development
Topic: sceNetApctlConnect returns 80410A0D
Replies: 2
Views: 1370

sceNetApctlConnect returns 80410A0D

Haven't found any information about this error (pspkerror.h was no help...)
by cadaver
Mon Dec 11, 2006 5:07 am
Forum: PSP Development
Topic: texture matrix stack
Replies: 4
Views: 1793

Is anyone working with the gum texture matrix stack?

Manipulating texture coordinates with sceGuTexOffset is ok, but I couldn't get the texture matrix stack to work (see first post)
by cadaver
Wed Apr 05, 2006 11:22 pm
Forum: PSP Development
Topic: texture matrix stack
Replies: 4
Views: 1793

texture matrix stack

ufoz,

I think you are right, I must set the TexMapMode to GU_TEXTURE_MATRIX, but:
- when I leave the 2 other parameters 0, the texture matrix isn't correct
- seems I have to set something else (didn't find info, how to use the 2. and 3. parameter of sceGuTexMapMode)
by cadaver
Sun Apr 02, 2006 7:49 am
Forum: PSP Development
Topic: texture matrix stack
Replies: 4
Views: 1793

texture matrix stack

Hi, I'm trying to manipulate the texture matrix stack with the same steps I use in OpenGL: ScePspFVector3 v; v.x = -0.5; v.y = 0; v.z = 0; sceGumMatrixMode(GU_TEXTURE); sceGumLoadIdentity(); sceGumTranslate(&v); sceGumDrawArray ... but this has no effect (texture is drawn at the same position as...
by cadaver
Tue Feb 14, 2006 9:41 pm
Forum: PSP Development
Topic: Double buffering and vram questions
Replies: 10
Views: 4027

memalign

I have a (maybe stupid) question: Why are the adresses >>16<< byte aligned ? If the cache-line size is 64 byte, and some dirty cache lines get written, couldn't this overwrite some allocated memory (if it was allocated using an uncached pointer) ?? (or does it mean, never allocate 16 byte aligned me...
by cadaver
Mon Feb 13, 2006 7:49 pm
Forum: PSP Development
Topic: problems building pspgl example
Replies: 3
Views: 1459

libpng

Ok, didn't make install libpng... Works now...
by cadaver
Mon Feb 13, 2006 7:22 am
Forum: PSP Development
Topic: problems building pspgl example
Replies: 3
Views: 1459

libpng

I installed libpng, the png.h is in c:\cygwin\usr\include\libpng10 and c:\cygwin\usr\include\libpng12, but can't be found when building the pspgl test. Seems I have to set a path somewhere ?
by cadaver
Sun Feb 12, 2006 8:19 pm
Forum: PSP Development
Topic: problems building pspgl example
Replies: 3
Views: 1459

problems building pspgl example

I downloaded pspgl as described in http://www.goop.org/psp/gl/ When trying to build the tests (make && make -C tests clean install), I get some errors, first is "screenshot.c:5:17: error: png.h: No such file or directory" I searched for png.h, it exists in C:\cygwin\usr\include\lib...
by cadaver
Wed Nov 16, 2005 7:52 pm
Forum: PSP Development
Topic: toolchain error: operation not permitted
Replies: 4
Views: 2456

strange: I have installed cygwin now only with the packages listed in http://pspupdates.qj.net/lesson01.htm (so not the whole ‘Devel’ category) and get no more "operation not permitted" errors in the toolchain. When I reactivate my first cygwin installation (with full 'Devel'), I get the e...
by cadaver
Wed Nov 16, 2005 5:54 pm
Forum: PSP Development
Topic: toolchain error: operation not permitted
Replies: 4
Views: 2456

I've tried to download the files manually and put them in the psptoolchain dir but later in the skript, I get some more "operation not permitted" errors (this time not related to downloading), and the skript stops.
by cadaver
Wed Nov 16, 2005 5:08 pm
Forum: PSP Development
Topic: toolchain error: operation not permitted
Replies: 4
Views: 2456

the full error message is "Connecting to ftp.gnu.org|199.232.41.7|:21... failed: Operation not permitted."

I tried with disabled firewall and virusscanner, but same error.
by cadaver
Wed Nov 16, 2005 8:47 am
Forum: PSP Development
Topic: toolchain error: operation not permitted
Replies: 4
Views: 2456

toolchain error: operation not permitted

After a new windows xp installation, I'm trying to install cygwin and the psp-toolchain again. I have done the steps as described in http://wiki.pspdev.org/psp:programming_faq. The cygwin installation was ok, but after starting the psptoolchain, I get an "operation not permitted" error (th...
by cadaver
Mon Sep 19, 2005 8:37 pm
Forum: PSP Development
Topic: pspgl problems with firmware 1.0 ?
Replies: 2
Views: 1432

pspgl problems with firmware 1.0 ?

I have made a few glut programs, that run on the pc but have problems on my psp with firmware 1.0. (example code see http://forums.ps2dev.org/viewtopic.php?t=3399) the main problems are: - program with many polygons freezes after a few seconds - depth buffer not working - polys drawn with glVertex a...
by cadaver
Sat Sep 17, 2005 7:28 pm
Forum: PSP Development
Topic: pspgl freezes
Replies: 30
Views: 15547

pspgl freezes + depthbuffer not working

here ist the complete (modified) simple.c - if you move a few seconds with the triangle and x buttons the prog hangs, also the depth buffer doesn't work (don't know why) - I tested only on a psp with 1.0 #include <stdlib.h> #include <GL/glut.h> static float zPos = -2.5f; char keys[256]; /******* PSP...
by cadaver
Sat Sep 17, 2005 8:10 am
Forum: PSP Development
Topic: pspgl freezes
Replies: 30
Views: 15547

pspgl freezes

I'm testing based on the pspgl glut-test sample (added some more polygons). I have 2 problems. - can't get the depth buffer to work (tried with glEnable(GL_DEPTH_TEST)) - after a few seconds the prog. freezes on the psp, it works o.k. when just the polygons of the original sample are rendered, any b...
by cadaver
Tue Aug 09, 2005 4:13 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 10134

chp,

you are right, sceGuEnable(GU_CLIP_PLANES) changes the behaviour. but how can I set the clip planes ?
by cadaver
Mon Aug 08, 2005 8:18 pm
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 10134

it can be reproduced in the gu samples, so I don't think it is something special in my source.
(just take the cube sample, disable the animation, render only the top quad to y = -2 or so and make it bigger)
by cadaver
Mon Aug 08, 2005 5:31 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 10134

big triangles with gu

I'm trying to render some big triangles (2 for a floor). The problem is, that they disappear when they are rendered at a small distance. It is not that parts of them are clipped, they completly disappear. With small triangles no problem. Also no problem, when they are rendered in a greater distance.