Search found 24 matches
- Tue Jul 10, 2007 9:51 am
- Forum: PSP Development
- Topic: VFPU Rendering engine (for fragment processing)
- Replies: 10
- Views: 6202
ah... I forgot to group those. Thanks! Although I did not know about RAW... interesting. It seems I should upload it to some svn... updating the zip starts to get me. heh. What still bothers me are the artifacts in the scanline. I'm not quite sure where those come from. Oh, and hlide.. I have this p...
- Sun Jul 08, 2007 10:27 pm
- Forum: PSP Development
- Topic: VFPU Rendering engine (for fragment processing)
- Replies: 10
- Views: 6202
yep, I see it... I'm just thinking how much it improves the accuracy. :) (..I guess it should a lot as the intensity of many highlights decreases when interpolating...) Actually the phong and gouraud both use the same CalculateLightVFPU() function, so only the phong needs the normalization... I will...
- Sun Jul 08, 2007 10:08 pm
- Forum: PSP Development
- Topic: VFPU Rendering engine (for fragment processing)
- Replies: 10
- Views: 6202
thanks rapso... Yes, maybe the normalization is a bit in a weird place, but it is there. In the code the light vector is static and normalized, and so is the view... So the only thing that needs normalization is the normals. They are normalized when the appropriate transform is applied in the ApplyN...
- Sat Jul 07, 2007 8:28 pm
- Forum: PSP Development
- Topic: VFPU Rendering engine (for fragment processing)
- Replies: 10
- Views: 6202
help for building custom shaders
I got question about creating custom shaders in the DX or GLSL style, using vertex- and pixel/fragment- shading programs... So I thought others might be interested as well. ----------------------------- As you know there is really no shading language on PSP, but we have to do the things ourselves. T...
- Sat Jun 09, 2007 10:22 am
- Forum: PSP Development
- Topic: VFPU Rendering engine (for fragment processing)
- Replies: 10
- Views: 6202
VFPU Rendering engine (for fragment processing)
For those who are interested seeing some C++ and VFPU code this engine offers that and pixel processing rendering engine for PSP. (I used PSPSDK, Eclipse & Cygwin as my environment..) Basically it has a scanline renderer, which allows different kinds of interpolations per pixel bases. It is not ...
- Wed Jan 31, 2007 10:50 pm
- Forum: PSP Development
- Topic: Setting up Eclipse + PSPLink + GDBServer debugging
- Replies: 20
- Views: 24535
- Sat Jan 27, 2007 8:02 am
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 296011
compilation problem
I'm trying to compile the PSPLINK from the source(svn), but I have a problem I don't understand. I have just got new cygwin, and even pspsdk(with the newest toolchain script form svn)... This is what I get as error after executing 'make release': ... psp-gcc -I/usr/local/pspdev/psp/sdk/include/libc ...
- Fri Jan 12, 2007 5:06 am
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 296011
hi... I seem to be in the same situation now... :( Previously I had everything working nicely with the devkitpro, and I could run my programs with usbhostFS and psplink 2.0. (fw 2.71 SE-B) But for some weird reason when I installed cygwin and build the newest pspsdk from svn (to be able to debug wit...
- Tue Jan 09, 2007 9:35 am
- Forum: PSP Development
- Topic: Remote debugging with Visual C++ 2005 and PSPLink?
- Replies: 3
- Views: 1849
- Mon Jan 08, 2007 8:29 pm
- Forum: PSP Development
- Topic: 'makems' Error
- Replies: 4
- Views: 1825
??? as it seems you are putting an integer value in to the variable, you could do it with: int makems; ??? is that _really_ what you were asking...??? doesn't make any sense with the piece of code you provided though, as you never seem to use the variable. Or maybe you do in the copy_file function, ...
- Mon Jan 08, 2007 6:28 am
- Forum: PSP Development
- Topic: 'makems' Error
- Replies: 4
- Views: 1825
- Sat Jan 06, 2007 12:16 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Fri Jan 05, 2007 12:25 pm
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Fri Jan 05, 2007 7:34 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Thu Jan 04, 2007 9:21 pm
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Thu Jan 04, 2007 2:06 pm
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Wed Jan 03, 2007 11:39 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
Wow, nice findings! Yep, it only seemed to work since I had set the other values to zero as well... :) And, yes I did some calc before the conditional jump as well... Now, today I realized(after debugging the VFPU register values in different phases) that instead of having values going to _zero_ I s...
- Tue Jan 02, 2007 8:37 pm
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
Hlide, thanks for your information... yep, it is logical to have some comparison operators for vfpu as well.
Oh, and the piece of code you suggested works nicely... thanks again. I guess one can get pretty far with the mentioned EQ, LT and LE anyway. If I have time I can try to examine other cc's...
Oh, and the piece of code you suggested works nicely... thanks again. I guess one can get pretty far with the mentioned EQ, LT and LE anyway. If I have time I can try to examine other cc's...
- Sun Dec 31, 2006 10:33 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Sun Dec 31, 2006 3:51 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
- Sun Dec 31, 2006 1:00 am
- Forum: PSP Development
- Topic: Conditionals with VFPU?
- Replies: 26
- Views: 11473
Conditionals with VFPU?
Hi... I've been doing basic VFPU stuff for my renderer... But now I'd need some additional complexity, ie. conditions... Here's my visibility check function, but I'm not sure if the condition check for the division by zero (The seperated part where I break the assembly and inset c++ in between...) c...
- Fri Dec 15, 2006 12:13 pm
- Forum: PSP Development
- Topic: UMD Speed?
- Replies: 3
- Views: 3466
Here(http://gameboy.ign.com/articles/430/430939p1.html) it was stated as follows: The system's UMD (Universal Media Disc) optical disk format has also been clarified a bit. A UMD is a 60 millimeter dual layered disk that can store up to 1.8 Gigabytes of data. Transfer rate for the reader unit is 11 ...
- Mon Dec 11, 2006 1:50 pm
- Forum: PSP Development
- Topic: Per-pixel 3d rendering...?
- Replies: 0
- Views: 1394
Per-pixel 3d rendering...?
Hi... I wonder if anyone else has been trying to do per-pixel 3d rendering? ie. writing a phong shader or something similar. I have written a routine for simple scanline conversion. But the performance already without any per pixel operations seems not to be very good ( 3~6fps with my test mesh (780...
- Wed Aug 30, 2006 5:19 am
- Forum: PSP Development
- Topic: Writing for multiple platforms?
- Replies: 6
- Views: 4468