Search found 26 matches

by outtony
Tue Jul 18, 2006 8:26 pm
Forum: PSP Development
Topic: one quick question - automatic mapping ala reflection
Replies: 1
Views: 1286

envmap

ok, found example envmap.c

sceGuTexMapMode(
GU_ENVIRONMENT_MAP, // envmap mode on
2, // use 2nd light position as an envmap matrix 1st column
3 // use 3rd light position as an envmap matrix 2nd column
);
by outtony
Tue Jul 11, 2006 2:10 am
Forum: PSP Development
Topic: one quick question - automatic mapping ala reflection
Replies: 1
Views: 1286

one quick question - automatic mapping ala reflection

automatic mapping ala reflection
EYE_LINEAR or OBJECT_LINEAR
is it possible?

i cant find it in .H files

thanks
by outtony
Tue Nov 22, 2005 6:29 pm
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3403

Some computer also allow to disable the write cache. In win2k you can find that by right clicking on the drive, choose Properties. From there go to the Hardware tab, press on the Properties button and there select the Disk Properties tab. There you can find Write Cache Enable check box. On my compu...
by outtony
Tue Nov 22, 2005 6:20 pm
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3403

ector wrote:WinXP does not cache USB "disks" by default, so if you're having problems you're probably still on 2K :)

I'd recommend an upgrade and then turning off all useless eyecandy. Stripped XP is better than 2K in every way.
well, i have xp :)
by outtony
Tue Nov 22, 2005 12:19 am
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3403

my current setup enables usb when i launch my program (to upload new builds etc), and when i need to write something to the memcard from the psp (screenshots or something) i disable usb, write the stuff and then reenable usb. works flawlessly. f heh, it's slow as a hell :) i need fast access to PC
by outtony
Tue Nov 22, 2005 12:00 am
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3403

Re: usb

Shine wrote:Windows caches USB harddisks, because it doesn't expect that the data is changed from other sources, so you have to deactivate and reactivate the USB connection to force Windows to reload the FAT etc.
uh, thanks. That's not good news ;-)
by outtony
Mon Nov 21, 2005 11:11 pm
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3403

usb

hi there,
i have tested usb connection (usbstorage sample)
well, the strange thing is, that i am modifing file on card (added some code to sample), but via usb connection there's still old data...

any ideas?
by outtony
Wed Nov 16, 2005 2:44 am
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 11076

PS2? this is psp part of forum.
by outtony
Wed Nov 16, 2005 12:37 am
Forum: PSP Development
Topic: PSP Architecture
Replies: 6
Views: 4496

i just noticed someone else already posted this article in another thread here. (future link to the other thread by zig) also, i thought it was odd since i remember this conference and we had to give all the handouts back.( considereing they were friggin bound down). this was obviously ripped using...
by outtony
Tue Nov 15, 2005 6:56 pm
Forum: PSP Development
Topic: SDL & Alpha Blending
Replies: 6
Views: 3006

Re: SDL & Alpha Blending

Greetings, I have been attempting to use 32 bit PNG files with an alpha channel. I load the images via SDL_Image. I have my display setup in 16 bit mode. When I call SDL_DisplayFormatAlpha() on my image, my image becomes fully transparent. I.E. I can see right through it and it is as if it was neve...
by outtony
Tue Nov 15, 2005 6:48 pm
Forum: PSP Development
Topic: few questions (synchro, textures)
Replies: 4
Views: 1871

I think your math is messed up. 2mb of vram = 0x200000, 512 * 280 * 4 * 3 = 0x1a4000, 0x200000 - 0x1a4000 = 0x5c000 = around 380kb. You're probably out of vram. -ReK yp, that was a problem. now i have vram free mem calculator. Some textures are stored in vram some in ram, but i have to optimalise t...
by outtony
Tue Nov 15, 2005 3:44 am
Forum: PSP Development
Topic: few questions (synchro, textures)
Replies: 4
Views: 1871

Re: few questions (synchro, textures)

something is propably synchronising it. Could be this synchronisation disabled? it's harder to measure performance of each part of engine. you probably have something like this in your main loop: sceDisplayWaitVblankStart(); sceGuSwapBuffers(); the sceDisplayWaitVbla...
by outtony
Tue Nov 15, 2005 3:29 am
Forum: PSP Development
Topic: In-Game Music Playing
Replies: 7
Views: 3900

mp3 decoding is slow, as far i read on this forum
by outtony
Tue Nov 15, 2005 2:55 am
Forum: PSP Development
Topic: [fixed] How to clear screen on 16 bit display mode?
Replies: 1
Views: 1454

try to call only:

sceGuClearColor(uColor | 0xFF000000);
sceGuClear(GU_COLOR_BUFFER_BIT);
by outtony
Tue Nov 15, 2005 2:52 am
Forum: PSP Development
Topic: Loading bmp's
Replies: 12
Views: 6182

use
int fd = sceIoOpen(fn, PSP_O_RDONLY, 0777);
to load it from file, but you should do your own format

then, you should load it as texture and correctly init it. (see sdk samples)

then draw quad and place that texture on it. (sdk samples too)
by outtony
Tue Nov 15, 2005 2:44 am
Forum: PSP Development
Topic: few questions (synchro, textures)
Replies: 4
Views: 1871

few questions (synchro, textures)

hello again, I have some few questions ;-) --------------------------- first: i made a fps counter. The first number i've got was 59.7fps (propably it should be 60fps). the next with more triangles and textures was 30fps something is propably synchronising it. Could be this synchronisation disabled?...
by outtony
Fri Oct 21, 2005 7:06 pm
Forum: PSP Development
Topic: 3D models to psp format converter ?
Replies: 7
Views: 5164

Re: convert it

LuMo wrote: MAYA! MAYA! MAYA! *g* if someone got such a scipt/program/tool
please let me know :)
o
me too :)
by outtony
Fri Oct 21, 2005 5:22 pm
Forum: PSP Development
Topic: 3D models to psp format converter ?
Replies: 7
Views: 5164

convert it

i highly recommend convert them into a PSP-ready format. it's faster
you can convert it from existing format (3ds, wrl, obj...)
or better make a exporter plugin to maya or max (better maya :D )
by outtony
Thu Oct 13, 2005 7:31 pm
Forum: PSP Development
Topic: why to swizzle? and how works reading...
Replies: 2
Views: 1683

that's what is called "swizzling" here is a commonly used technique since 3dfx/voodoo years, there it was called "tiling". You rearrange the texture data to optimize locality, so that you improve GE texture cache usage (not to confuse with the processor's caches). linear texture...
by outtony
Thu Oct 13, 2005 6:59 pm
Forum: PSP Development
Topic: why to swizzle? and how works reading...
Replies: 2
Views: 1683

why to swizzle? and how works reading...

hello, could anybody explain why to swizzle textures? this document explain how to: http://wiki.pspdev.org/psp:ge_faq this document explain, that cache consists of 64b chunks. and cache is 8kb like in ps2. http://goop.org/psp/cache-howto.html but i dont understand why it's better to rearange texture...
by outtony
Thu Oct 13, 2005 4:35 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 6115

holger wrote:please take a closer look, Jeremy's tree has them incorporated as extensions. More are not too hard to add.
I can't google any information about it. Could you please tell me, where can I find any informations? thank you ;-)
by outtony
Thu Oct 13, 2005 4:31 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 6115

Re: textures, blitting, array in VRAM, and etc...

holger wrote: pspgl is native... what did you believed the 'psp' stands for? ;)
yp, and that "native" gl doesnt support a lot of stuff (at the moment)
for ex. sprites primitive or vertex weights...
by outtony
Thu Oct 13, 2005 4:28 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 6115

Re: textures, blitting, array in VRAM, and etc...

oh, that's truth :)
by outtony
Thu Oct 13, 2005 4:12 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 6115

Re: textures, blitting, array in VRAM, and etc...

Have a look at PSPGL ( http://www.goop.org/psp/gl/ ). LibGU is lower level than GL, and does no texture management for you. i am looking for psp native replacement, or some way to code it is palette of indexed texure possible to load to vram too? >Yep. how? 2nd: HOW can I in hell put vertices and o...
by outtony
Thu Oct 13, 2005 3:31 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 6115

Use pspgl if you want access the GE using OpenGL semantics. Prefer the SVN version if you provide your data in PSP native format, or Jeremy's tree if you want to let the library handle the texture and vertex format conversion. dont wanna use pspgl, just tring to find native equivalent. SVN version ...
by outtony
Thu Oct 13, 2005 3:10 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 6115

textures, blitting, array in VRAM, and etc...

hello, everyone. i have some few questions. 1st: i tried to programmed some tests, few models from maya with one texture coded to 5650 or 4444 16 bit - just for test. now i coded own convertor for textures from 4bit indexed and 16bit palette 5650 up to 32b 8888 format. Tester for 8kb cache (if conve...