Search found 6 matches
- Fri Nov 04, 2005 10:38 pm
- Forum: PSP Development
- Topic: Linear data copy to VRAM
- Replies: 4
- Views: 2206
- Thu Nov 03, 2005 12:14 am
- Forum: PSP Development
- Topic: Linear data copy to VRAM
- Replies: 4
- Views: 2206
Linear data copy to VRAM
I have some data I'd like to store in VRAM, and of course I'd like to transfer it as quickly as possible. As far as I know, this entails using sceGuCopyImage(). However, sceGuCopyImage seems tailored to placing images in VRAM with a rectangular layout, and I'd really like to just copy various sizes ...
- Mon Oct 31, 2005 4:54 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5552
Converting DXT textures
Texture formats 9 and 10 are indeed DXT3 and DXT5. There is another thread that has a pretty good discussion of this titled "DXTn texture format" ( http://forums.ps2dev.org/viewtopic.php?t=3034&start=0&postdays=0&postorder=asc&highlight= ) We have successfully converted and...
- Mon Oct 31, 2005 4:00 am
- Forum: PSP Development
- Topic: How to swizzle textures?
- Replies: 11
- Views: 7647
swizzle DXT textures
We've been testing our app with both palletized and DXT textures. Swizzling the palettized textures is certainly a large speed improvement (thanks for the excellent swizzling code, chp). We also tried running it with DXT textures both with and without the swizzling set... we seem to get a large spee...
- Thu Sep 29, 2005 9:15 pm
- Forum: PSP Development
- Topic: Putting textures in VRAM
- Replies: 14
- Views: 6400
Putting palettized textures in VRAM
Does anyone have any idea how this works with a palettized texture? Specifically, I mean how to copy both the texture and the palette to VRAM using sceGuCopyImage? Right now, I'm copying the texture to VRAM before usage, but keeping the palette (CLUT) in main RAM because I don't know how to put it i...
- Wed Sep 07, 2005 3:35 am
- Forum: PSP Development
- Topic: PSP texture cache usage
- Replies: 1
- Views: 1091
PSP texture cache usage
So I've got an app running using DXT1, 3, and 5 textures and a VRAM-management scheme that makes sure all textures are copied to VRAM before usage. Currently, I have few enough textures that they all fit in VRAM at the same time, so everything is copied on the first render and then just stays reside...