Search found 19 matches
- Mon Nov 21, 2005 11:08 am
- Forum: PSP Development
- Topic: Image scaling
- Replies: 5
- Views: 1911
you should look at the examples of the pspsdk, namely the blit.c example. basically you can draw a quad, let's say you give 4 coordinates x,y (z=0) ----------- A 0,0 B 480,0 C 480,272 D 0,272 you can draw that polygon using the sceGu library (similar to opengl), and you can use a texture, so you nee...
- Tue Nov 15, 2005 11:00 am
- Forum: PSP Development
- Topic: Image scaling
- Replies: 5
- Views: 1911
oh yeah with sceGuTexScale(float scaleu,float scalev) you can scale the UV coordinates, actually if you're able to render a sprite on the screen that way (with a texture), then just play a bit with that function and you'll see the textures stretching, so you can use it to scale an image on the scree...
- Tue Nov 15, 2005 10:52 am
- Forum: PSP Development
- Topic: Image scaling
- Replies: 5
- Views: 1911
is it to just display them? if yes then just use GL-like functions with proper vertex coordinates and u,v mapping; example in 16bit: sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5551|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices); and if you use sceGuTexFilter(GU_LINEAR,GU_LINEAR); then you'll...
- Sun Nov 13, 2005 7:22 pm
- Forum: PSP Development
- Topic: pspGL Texture problem
- Replies: 10
- Views: 3795
the crash probably occurs when you're trying to load the image, try to identify the problem by commenting less and less stuff in the image loader; and if the problem is not there (i just read the code it seems ok) then comment the pspgl lines in the LoadTextures function instead, that way you might ...
- Fri Nov 11, 2005 5:13 pm
- Forum: PSP Development
- Topic: Has anyone tried building the GBA source?
- Replies: 8
- Views: 3222
- Fri Nov 11, 2005 5:11 pm
- Forum: PSP Development
- Topic: Has anyone tried building the GBA source?
- Replies: 8
- Views: 3222
- Wed Oct 26, 2005 7:03 am
- Forum: PSP Development
- Topic: first code - intro
- Replies: 5
- Views: 3929
- Fri Oct 21, 2005 4:23 am
- Forum: PSP Development
- Topic: Advice needed for Database app
- Replies: 3
- Views: 1383
- Fri Oct 21, 2005 4:11 am
- Forum: PSP Development
- Topic: Need some more help with some graphics code
- Replies: 13
- Views: 4723
Ok, I understand that. What's the use of dividing rgb by 8 in that code? Why not leave that out and only use values from 0-31? Can someone explain why it was decided to have it divide by 8 and use 255 values? it's because 0-255 is used in the 32bit format 8888 and is widely used, at least if you wa...
- Fri Oct 21, 2005 4:03 am
- Forum: PSP Development
- Topic: Rendered objects are all black.
- Replies: 5
- Views: 2299
but.. I shouldn't put texture coordinates and color info in the struct if I don't specify a texture format and color format in the call to sceGuDrawArray. And besides, my geometry seems correct, which means that the function sees the vertex format I specified. ok i read the h file again, i guess yo...
- Fri Oct 21, 2005 4:00 am
- Forum: PSP Development
- Topic: Running EBOOT.PBP's on the PSP
- Replies: 7
- Views: 3419
- Fri Oct 21, 2005 3:41 am
- Forum: PSP Development
- Topic: Rendered objects are all black.
- Replies: 5
- Views: 2299
- Fri Oct 21, 2005 3:39 am
- Forum: PSP Development
- Topic: 3D models to psp format converter ?
- Replies: 7
- Views: 5820
- Thu Oct 20, 2005 11:35 pm
- Forum: PSP Development
- Topic: Running EBOOT.PBP's on the PSP
- Replies: 7
- Views: 3419
- Thu Oct 20, 2005 11:32 pm
- Forum: PSP Development
- Topic: Need some more help with some graphics code
- Replies: 13
- Views: 4723
Someone else (from here) told me that it was 255 in 5551 mode, and it's been working fine all along... that's wrong, even your code proves it: int color=((b>>3)<<10) | ((g>>3)<<5) | (r>>3) | 0x8000; // Creates and stores color. u16 *address=VRAM+((((512)*PIXEL_SIZE)*y)+x); // Caculates address of p...
- Thu Oct 20, 2005 11:24 pm
- Forum: PSP Development
- Topic: How to read the manual?
- Replies: 3
- Views: 2145
try this, this is the same as reading the include files thoughpeterstroeiman wrote:Nice. But I can only find info on the tools then. Is there any documentation for the SDK itself?
http://psp.jim.sh/pspsdk-doc/modules.html
- Thu Oct 20, 2005 3:59 am
- Forum: PSP Development
- Topic: Need some more help with some graphics code
- Replies: 13
- Views: 4723
- Tue Oct 18, 2005 8:03 pm
- Forum: PSP Development
- Topic: psp-fixup-imports error
- Replies: 1
- Views: 1273
- Tue Oct 18, 2005 7:23 pm
- Forum: PSP Development
- Topic: psp-fixup-imports error
- Replies: 1
- Views: 1273
psp-fixup-imports error
I already made some apps in .c and it works fine, but when i want to compile .cpp files, well everything compiles but after I get this error, and of course the resulting epb file doesn't work. Help would be greatly appreciated as I would really be happy to be able to use classes and stuff. Here's th...