Search found 30 matches

by LarryTM
Wed Dec 31, 2008 9:29 am
Forum: PSP Development
Topic: ODE hangs on collision.
Replies: 3
Views: 1185

How to increase stack size? I've made a few tests and i think that the problem exists when i use CCylinder collision with Trimesh. When i use Box object with Trimesh everything works fine. Here's my code : Creating trimesh fiz_info.world = dWorldCreate(); fiz_info.space = dHashSpaceC...
by LarryTM
Mon Dec 29, 2008 12:26 am
Forum: PSP Development
Topic: ODE hangs on collision.
Replies: 3
Views: 1185

ODE hangs on collision.

Hi,

I have strange problem with ODE. When i compile sample app from ODE or my own app, it works fine on PC, but hangs up on PSP.

My psp hangs up when objects gets collision. When objects don't collide my app is working.

I use latest pspsdk and ODE from ps2dev SVN.

Anyone can help me?
by LarryTM
Wed Oct 17, 2007 10:08 am
Forum: PSP Development
Topic: [pspgl] Problems with rendering to texture.
Replies: 2
Views: 1286

anyone?
by LarryTM
Sun Oct 14, 2007 3:25 am
Forum: PSP Development
Topic: [pspgl] Problems with rendering to texture.
Replies: 2
Views: 1286

[pspgl] Problems with rendering to texture.

Hi, I'm trying to render my scene to texture. I use the code from the sample "copytex.c" from PSPGL. I'm creating a texture: int render_texture; glBindTexture(GL_TEXTURE_2D, render_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); g...
by LarryTM
Tue Oct 09, 2007 12:02 am
Forum: PSP Development
Topic: A strange problem with loading textures.
Replies: 1
Views: 1082

A strange problem with loading textures.

Hi. Im trying to load fonts using FreeType2 and PSPGL and I have a strange problem: http://img441.imageshack.us/my.php?image=testsq9.jpg The text should look like this: Test Text My loading code (a part of) : GLuint * tex_base; (...) GLubyte* expanded_data = new GLubyte[ 2 * ...
by LarryTM
Wed Aug 29, 2007 11:13 pm
Forum: PSP Development
Topic: Przestrzenni Napadacze - Our first official demo for PSP ;]
Replies: 1
Views: 1645

Przestrzenni Napadacze - Our first official demo for PSP ;]

Released a few months ago :) Hope you gonna like it ;))

1st polish demo for psp ;]

Screenshoot :

Image

http://www.temporary.art.pl/mm_si_psp.zip
by LarryTM
Sat Mar 31, 2007 10:23 pm
Forum: PSP Development
Topic: Freetype2 and VBO.
Replies: 0
Views: 1101

Freetype2 and VBO.

Hi,

Im trying to write a simple font engine based on ft2 and vbo, but im totally stuck in there. I have my own PC font engine based on displaylist but it's no use in psp because pspgl don't support displaylists. Can anyone help me?

/lar
by LarryTM
Sun Oct 08, 2006 10:01 pm
Forum: PSP Development
Topic: VBO with few textures?
Replies: 1
Views: 765

VBO with few textures?

Hi,

I have cube with different texture on each side. I put the cube data into VBO and then what ? How to bind right texture to right side of a cube ? Do i need to create VBO for each side and then bind texture and draw side one by one?

/lar
by LarryTM
Mon Sep 11, 2006 9:38 pm
Forum: PSP Development
Topic: [PSPGL] Strange problem with Large Objects.
Replies: 1
Views: 1527

[PSPGL] Strange problem with Large Objects.

Hi, I have strange problems when I drawing a big objects (like a plane or box or something else larger than 80x80x80). When i set gluPerspectiwe far value = 200 or more - the triangles are disappearing or flickers. The problem did not appear when i use small objects (like a box 10x10x10) and far cli...
by LarryTM
Thu Aug 31, 2006 6:30 am
Forum: PSP Development
Topic: PSPGL - unloading textures from memory.
Replies: 2
Views: 2075

Thank you very much! :)
by LarryTM
Mon Aug 28, 2006 9:44 pm
Forum: PSP Development
Topic: PSPGL - unloading textures from memory.
Replies: 2
Views: 2075

PSPGL - unloading textures from memory.

Hi, How to relase memory (or vmemory) from texture data? Im loading level of my game : Level Data (objects), gamedata and textures : glGenTextures(1,(unsigned int*)&mojetekstury[1]); LoadTexture("images parental.png",mojetekstury[1],GL_CLAMP_TO_EDGE,false); .... etc. And when the level...
by LarryTM
Sun Aug 20, 2006 7:59 pm
Forum: PSP Development
Topic: Memory limitation with GL_VERTEX_ARRAY ?
Replies: 0
Views: 826

Memory limitation with GL_VERTEX_ARRAY ?

Hi, im trying to upload an object with 25600 polys into gl_vertex_array and i have something strange : Old rendering method : glBegin(GL_TRIANGLES);...glEnd(); etc. http://www.temporary.art.pl/voscr1.jpg New rendering method: glEnableClientState(GL_VERTEX_ARRAY); etc. http://www.temporary.art.pl/vos...
by LarryTM
Wed Aug 02, 2006 2:42 am
Forum: PSP Development
Topic: Uninstalling PSPGL to update to the modded one? How?
Replies: 2
Views: 1299

just update pspgl via subversion and recompile and make install :)

/lar
by LarryTM
Fri Jul 28, 2006 2:01 am
Forum: PSP Development
Topic: glDrawElements - what i do wrong?
Replies: 1
Views: 908

glDrawElements - what i do wrong?

Im trying to learn how to use glDrawElements, but i have a problem. Here is my cube object : #define NR_Box01 0 objects[NR_Box01].id = ID_TRIMESH; objects[NR_Box01].vertex_count = 8; objects[NR_Box01].faces_count = 12; objects[NR_Box01]...
by LarryTM
Fri Jul 21, 2006 4:26 pm
Forum: PSP Development
Topic: Animation format...
Replies: 4
Views: 2705

Did you check Doom3, Quake3 or Lightwave animation formats?

/lar
by LarryTM
Mon Jul 10, 2006 8:21 pm
Forum: PSP Development
Topic: TGA Picture Display?
Replies: 3
Views: 1433

Uncompressed TGA image is just a raw image with specific header contains such data, like resolution, bpp, etc.

Here's the description of tga file :

http://tfcduke.developpez.com/tutoriel/ ... _specs.pdf

/lar
by LarryTM
Sun Jul 09, 2006 11:06 pm
Forum: PSP Development
Topic: wtf? PSPGL + Building Lists = undefined, but not implicate??
Replies: 8
Views: 2792

My makefile looks something like that: -lstdc++ -lglut -lGLU -lGL -l3ds -lm -lc -lpsputility -lpspdebug -lpspge -lpspdisplay -lpspctrl -lpspsdk -lpspvfpu -lpsplibc -lpspuser -lpspkernel -lpsprtc but i think its pointless because : Display lists are not supported. There is some non-functioning vestig...
by LarryTM
Sun Jul 09, 2006 9:11 am
Forum: PSP Development
Topic: How do you guys know this?
Replies: 3
Views: 1493

by LarryTM
Sun Jul 09, 2006 7:00 am
Forum: PSP Development
Topic: How do you guys know this?
Replies: 3
Views: 1493

"Use google, Luke" ;)

But seriously : i've learned C++ from microsoft, o'really books and msdn, then opengl from redbook, and then i've readed few tutorials from pspgl and messages from ps2dev forum and here we go ;)

/lar
by LarryTM
Fri Jul 07, 2006 10:05 pm
Forum: PSP Development
Topic: PSPGL optimization ?
Replies: 1
Views: 1048

PSPGL optimization ?

Hi,

I've created a simple scene (about 1250 triangles) and when i play it - i have about 13 - 15 fps. Any ideas about GL_TRIANGLES optimizing? Or maybe there is faster way ?

/lar
by LarryTM
Fri Jul 07, 2006 3:34 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

I will be very thankful to you. edit: I think i solved the problem. I have bad gluPerspective definition : gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height, 0.0f ,100.0f); the correct one is gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height, 0.1f ,100.0f); Anyway - thanks for your support and h...
by LarryTM
Thu Jul 06, 2006 11:46 pm
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

Anyone? Please - its very important to me.

/lar
by LarryTM
Thu Jul 06, 2006 12:29 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

Ok, here is test source file with one rotating object - compiled & src. Its the same error with cull facing.

http://www.temporary.art.pl/test.zip

/lar
by LarryTM
Wed Jul 05, 2006 9:17 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

No, its uses olny GL_TRIANGLES.

/lar
by LarryTM
Wed Jul 05, 2006 5:51 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

glGetIntegerv(GL_DEPTH_BITS,&a) returns 16;

edit: I've rotated all the objects (in 180 degrees) and now it looks good - with depth testing, but thats doesnt solve the problem with cullfacing. :/ maybe its something with normals? but on PC (radeon 9800 pro) those objects looks fine.

/lar
by LarryTM
Wed Jul 05, 2006 4:31 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

yes, that did nothing. :(

/lar
by LarryTM
Wed Jul 05, 2006 3:12 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

Yes, and i've noticed another strange problem :

When i display an object - everything looks fine, but when i rotate this object (about 180 degrees) it looks very messy - like when the gl_cull_face is disabled.

/lar
by LarryTM
Wed Jul 05, 2006 1:02 am
Forum: PSP Development
Topic: PSPGL and DepthTesting problem.
Replies: 14
Views: 4576

PSPGL and DepthTesting problem.

Hi, I've enabled gl_depth_test, gl_cull_face, disabled blending, and when i try to display few objects placed one after another i have no depth testing at all. Here is the screenshot : http://www.temporary.art.pl/scrn.jpg Why? Here is my code : glEnable(GL_LIGHTING); glEnable&#40...
by LarryTM
Tue Jul 04, 2006 7:08 am
Forum: PSP Development
Topic: eboot file compression?
Replies: 2
Views: 1444

Ha! That's what i'm looking for. :) Thank you! :)
by LarryTM
Tue Jul 04, 2006 4:13 am
Forum: PSP Development
Topic: eboot file compression?
Replies: 2
Views: 1444

eboot file compression?

Hi,

Im new here, so first of all i want to say 'hi' to everyone!

My question is : Im looking for eboot files packer. Something like a exe-files packers - upx, fsg, lzexe. Does any such packer exist?

/lar