Search found 11 matches

by Recipio
Sat Oct 07, 2006 9:25 pm
Forum: PSP Development
Topic: Mipmapping
Replies: 3
Views: 1676

Sorry, almost forgot to write back here. I got a pm from shazz saying I should do the following: float slope = 0.4f; sceGuTexLevelMode(2, 0.f); // manual slope setting sceGuTexSlope(slope); // the near from 0 slope is the lower (=best detailed) mipmap ...
by Recipio
Sat Sep 30, 2006 10:14 pm
Forum: PSP Development
Topic: Mipmapping
Replies: 3
Views: 1676

Mipmapping

I can't get the mipmapping to work the way it should. I tried loading three different images (the same image of different sizes) but it seems to choose the wrong mipmap level at the wrong places. It seems it's depending on the angle in which I'm looking at the polygons rather than the z-value. I'm u...
by Recipio
Tue Sep 05, 2006 11:19 pm
Forum: PSP Development
Topic: Wierd crashes
Replies: 6
Views: 2224

I tried that memory manager but it really wasn't psp compitable. I got it to work! :D I have no idea why but I tried outputing the polygon data numbers and everytime it crashed the normal was set to 0 on all coordinates so now I check each time if all the normal values are 0 before continuing. I don...
by Recipio
Tue Sep 05, 2006 4:21 am
Forum: PSP Development
Topic: Wierd crashes
Replies: 6
Views: 2224

So random data is changing when you change something else? I bet you a buck (only an ozzie one) that one of your previous allocations isn't big enough and you twatted over the end of it into new data. Check your allocations of the car etc. Jim No, What I meant to say was that I never change the loc...
by Recipio
Sun Sep 03, 2006 11:41 pm
Forum: PSP Development
Topic: Wierd crashes
Replies: 6
Views: 2224

Thanks for your reply. Checking if cr is NULL didn't solve it either. Everything really seems to be the way it should, and it even is on most polygons. I have no idea what could be different about the ones causing it to crash. I tried checking my exception handlers output with psp-addr2line but it o...
by Recipio
Sun Sep 03, 2006 9:45 pm
Forum: PSP Development
Topic: Wierd crashes
Replies: 6
Views: 2224

Wierd crashes

I have a bug in my game causing my psp to crash everytime I run into some polygons (always the same polygons, all others work). I've been looking into the problem for more then 4 hours now and it seems like a wierder problem then I thought. I've searched the forums and have found similar problems bu...
by Recipio
Mon Aug 22, 2005 4:10 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 34480

It works. :) The celshading looks really good! Especially the specularity. Perhaps it would be better to rotate the model with the analog nub instead of the L and R buttons.
by Recipio
Mon Aug 22, 2005 3:33 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 34480

I do have it in PSP/GAME/celshading. I just transfered both folders from your zip file (yes, I have 1.5). I have female.md2 and female.raw in the PSP/GAME/celshading/ folder aswell. I tried removing everything and redownloading it but it still doesn't work. Anyone else who has any problem with this?
by Recipio
Mon Aug 22, 2005 3:04 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 34480

I can't get it to work. It starts and the memory card light flashes once, then it freezes and after a while the psp shuts off.
by Recipio
Tue Aug 16, 2005 8:17 am
Forum: PSP Development
Topic: How to swizzle textures?
Replies: 11
Views: 7404

Thanks alot chp, it works great! :D
by Recipio
Mon Aug 15, 2005 12:13 am
Forum: PSP Development
Topic: How to swizzle textures?
Replies: 11
Views: 7404

How to swizzle textures?

I'm trying to display an image that is covering the entire screen using the gpu. As it is now I get some serious slowdowns doing this as the image is too big to be put in the vram. I've heard that it's alot faster to swizzle the textures but I can't find anything about how to do that. How can I swiz...