Search found 16 matches
- Tue Jul 18, 2006 7:56 pm
- Forum: PSP Development
- Topic: libpspnet_adhoc.a broken ???
- Replies: 2
- Views: 1543
- Tue Jul 18, 2006 11:47 am
- Forum: PSP Development
- Topic: libpspnet_adhoc.a broken ???
- Replies: 2
- Views: 1543
libpspnet_adhoc.a broken ???
Hi all, I hope somebody can shed some light on this. I am fooling around with adhoc stuff and had previously been running in kernel mode and doing my own stubs and fixups for adhoc functions. This all works wonderful. I would however like to use the adhoc lib instead, partly in the hopes that I coul...
- Sat Jul 15, 2006 4:09 pm
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 325101
PSPLink Net Modules
I have used PSP link for some time now and all is great. I now wanted to convert one of my apps that uses some network code. That code previously ran in kernel mode as it needed to load the appropriate PRX files and patch them. Now we can only use pure user mode in PSPLink so I added the appropriate...
- Sat Jul 01, 2006 11:56 am
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 325101
Insight+GDB issues
First of all I want to thank Tyranid for making PSPLink. An awesome tool! Thank you!! I little info about my setup.. I am using the latest PSPSDK running under Cygwin on a WinXP box. I have PSPLink working fine using the USB method. I then wanted to try out Insight+GDB, I downloaded the sources and ...
- Sun Dec 18, 2005 7:06 pm
- Forum: PSP Development
- Topic: Envmap performance way below par
- Replies: 8
- Views: 3331
Just going off memory here since I do not have that sample within reach. 1/ The sample uses X,Y,Z and Normals as floats. To increase performance they could be cut to bytes which would yeild a savings of 18 bytes per vertex. 2/ The sample furthermore does not do any form of tri-stripping. Doing tri-s...
- Tue Sep 27, 2005 8:49 am
- Forum: PSP Development
- Topic: vertex normal format
- Replies: 18
- Views: 5474
vertex normal format
For vertex normals the GU_NORMAL_32BITF indicates a floating point value for the nomals which makes perfect sense.
Now for GU_NORMAL_16BIT does that use 8.8 fixed point or 1.15 fixed point or something else entirely?
Same question goes for GU_NORMAL_8BIT.
Thanks in advance for any answers.
Now for GU_NORMAL_16BIT does that use 8.8 fixed point or 1.15 fixed point or something else entirely?
Same question goes for GU_NORMAL_8BIT.
Thanks in advance for any answers.
- Mon Sep 12, 2005 10:41 am
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 5120
- Mon Sep 12, 2005 10:35 am
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 5120
- Sat Sep 10, 2005 11:51 am
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 5120
- Fri Sep 09, 2005 5:04 pm
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 5120
- Fri Sep 09, 2005 3:02 pm
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 5120
Number of bones supported by PSP hardware
It seems the PSP hardware supports 8 weights per vertex, does anyone know the maximum number of bones supported by the hardware?
In other words, what is the maximum index supported by sceGuBoneMatrix(Index, Matrix);
Thanks in advance...
In other words, what is the maximum index supported by sceGuBoneMatrix(Index, Matrix);
Thanks in advance...
- Wed Aug 24, 2005 6:07 am
- Forum: PSP Development
- Topic: DXTn texture format
- Replies: 8
- Views: 4038
- Tue Aug 23, 2005 8:43 pm
- Forum: PSP Development
- Topic: DXTn texture format
- Replies: 8
- Views: 4038
According to our testing the above code needs the following modifications to work correctly: void PSPconvert_dxt35(unsigned char *data, unsigned int size) { unsigned short *src = (unsigned short *) data; for(int j = 0; size >= 16; size -= 16, j++) { unsigned short converted[8]; // copy alpha convert...
- Thu Aug 18, 2005 2:01 pm
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D z buffer ordering problem
- Replies: 3
- Views: 2049
I found the answer to my own question so I guess I'll post it here in case anybody else wanted to know. It seems that when using GU_TRANSFORM_2D nothing is done to any of the vertice values, including the Z value. This makes you unable to just specify a Z value like you would for a 3D object. Instea...
- Thu Aug 18, 2005 11:33 am
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D z buffer ordering problem
- Replies: 3
- Views: 2049
- Thu Aug 18, 2005 11:16 am
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D z buffer ordering problem
- Replies: 3
- Views: 2049
GU_TRANSFORM_2D z buffer ordering problem
I seem to be having a problem when using GU_TRANSFORM_2D to do my 2D polygons. The polygons draw just fine but they always appear behind any 3D objects that I draw. I have tried feeding the 2D polygons various Z values in the vertices. I would assume that giving it a Z value slightly higher than my ...