Search found 14 matches

by skistovel
Tue Sep 05, 2006 3:29 pm
Forum: PSP Development
Topic: Cross, Dot GUm functions
Replies: 6
Views: 2405

you could write your vector class so it can handle operations on batches of data though I don't know about the vector class, but will be useful for the matrix class, but on the other hand doesn't the gum library has that already (multiplication of matrices, etc)? Anyway. thanks for the quick replys...
by skistovel
Mon Sep 04, 2006 11:37 am
Forum: PSP Development
Topic: Cross, Dot GUm functions
Replies: 6
Views: 2405

Actually, I was just looking at my vec3 class and was thinking if those functions were hardware accelarated, switch my own with them. gumCrossProduct() and gumDotProduct() are there for convenience, if you intend to use them in a larger set of data I recommend that you use vdot.p/t/q or vcrs.t direc...
by skistovel
Sat Sep 02, 2006 7:43 am
Forum: PSP Development
Topic: Cross, Dot GUm functions
Replies: 6
Views: 2405

Cross, Dot GUm functions

A quick question, are the gumCrossProduct & gumDotProduct functions from the pspgum library, hardware accelerated?
by skistovel
Mon Aug 14, 2006 10:41 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 17939

Assembly still has a place, but it is usually inline a C/C++ program or in demo scene! Usually after you finish debugging and you are near release version, you can start optimize your code by replacing often used functions with assembly. Of course you do that after u have checked how you compiler co...
by skistovel
Sat Jul 29, 2006 2:19 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9524

No, nothing THAT big, actually not bigger that 4-5 units! Its just the fact that as you hover the camera around, sometimes 2 points of the triangle (the half of the floor in my case) will be outside the frustum and so you will be seeing the background color instead of the floor. But it doesn't matte...
by skistovel
Fri Jul 28, 2006 12:43 pm
Forum: PSP Development
Topic: Forcing shutdown of PSP via crash... What way is quickest?
Replies: 5
Views: 2379

Does it have to be a crash? I mean, scePowerRequestStandby() is really fast....
by skistovel
Fri Jul 28, 2006 11:29 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9524

I know that the subject has been beaten to death - but I am having the same problem. Large triangles, gets clipped off if 2 or more points of the triangle are off the screen. The thing is, I disabled CLIP_PLANES and SCISSOR_TEST, but still gets clipped. Is that normal behaviour ( I thought by disabl...
by skistovel
Wed Jul 26, 2006 10:56 am
Forum: Help Wanted Requests
Topic: 7 Raven Studios Co. Ltd , looking for PSP/DS Programmers
Replies: 4
Views: 6127

You don't mention in your post and couldn't find it on the website. In which country is the studio?
by skistovel
Tue Jul 25, 2006 11:48 am
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 4796

You are already my personal hero!

The now updated tutorial 8 thanks to you!

ps: I didnt know what to say, so I just wrote Raphael from ps2dev.org..
by skistovel
Tue Jul 25, 2006 10:57 am
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 4796

fpsDisplay = (char*) malloc( 20*sizeof(char)); fpsDisplay = "FPS: calculating"; That line actually, it was from crashes I had on my earlier attempts. I used to have fpsDisplay as a normal char array of 20, which i added the # of fram...
by skistovel
Tue Jul 25, 2006 4:38 am
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 4796

Thanks a lot Raphael, I will try once more, to see if it actually worths the hassle to move the textures to video memory (if the speed is not increased dramatically I see no point..). Although its always useful to keep your most used texture maps (of your main character example) somewhere fast! Just...
by skistovel
Sun Jul 23, 2006 1:41 pm
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 4796

I am still not sure what exacly this function does, I suppose that somehow it moves the data to the video memory, but I didn't see any difference in speed! In my head I imagined that it would create a new allocation in video memory and would copy the data there and so you would be able to free the d...
by skistovel
Sun Jul 23, 2006 10:26 am
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 4796

Yes, I saw the "sceGuCopyImage" function, but looking at the provided example I was a bit confused. How do you call bind the texture afterward? Would you still use the variable name? Or do you provide a different variable for the vram placed texture? the example i say is that: sceGuCopyIma...
by skistovel
Sat Jul 22, 2006 11:13 am
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 4796

[Solved] Textures to VRAM

Hello! I 've have started porting NeHe's Tutorials for the PSPGU and was wondering of how can I assign a texture to the VRAM? I made a search but no similar posts appeared (if there is one already, i am sorry, but didn't find it..) If you are interested about the tutorials (and with it the code I us...