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.
Search found 21 matches
- 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
- 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.")...
- Sun Sep 07, 2008 5:04 pm
- Forum: PSP Development
- Topic: sceNetApctlConnect returns 80410A0D
- Replies: 2
- Views: 1370
- 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...)
- Mon Dec 11, 2006 5:07 am
- Forum: PSP Development
- Topic: texture matrix stack
- Replies: 4
- Views: 1793
- 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)
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)
- 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...
- 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...
- 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...
- 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 ?
- 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...
- Wed Nov 16, 2005 7:52 pm
- Forum: PSP Development
- Topic: toolchain error: operation not permitted
- Replies: 4
- Views: 2456
- Wed Nov 16, 2005 5:54 pm
- Forum: PSP Development
- Topic: toolchain error: operation not permitted
- Replies: 4
- Views: 2456
- Wed Nov 16, 2005 5:08 pm
- Forum: PSP Development
- Topic: toolchain error: operation not permitted
- Replies: 4
- Views: 2456
- 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...
- 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...
- 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...
- 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...
- Tue Aug 09, 2005 4:13 am
- Forum: PSP Development
- Topic: big triangles with gu
- Replies: 17
- Views: 10134
- Mon Aug 08, 2005 8:18 pm
- Forum: PSP Development
- Topic: big triangles with gu
- Replies: 17
- Views: 10134
- 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.