gsKit+vulib starter kit Initial Fantasy
Posted: Sat Mar 10, 2007 6:27 am
http://home.tele2.fr/~fr-51785/ps2_initial_fantasy.zip (3D)
I will try to make a little RPG, but will take time. Until then, enjoy the 3D.
(will be probably my last contribution to ps2 scene : pc0/ps3/360 are waiting...)
I've tried to use saotome's vulib the best way I could to create a small 3D rendering loop able to render an object directly coming from 3DSMax (its texture has to be loaded separately but mapping points are correctly used from 3DS file). I'm quite happy with current result (198.000 vertex/frame).
Obtained with combination of quad buffer technic, total vu1 data memory usage trick (allows 1 dma ref=1 batch) & mad vcl optimization of main loop (22 cycles, 1 light source, clipping working, texture mapping).
But can probably be improved still a bit...
Just need some intelligent normals variation to activate gouraud now.
Dr Fortuna's NoDraw flag idea is ready to use, to eventually have intelligent mixes of independant triangles and stripped triangles at once.
Preliminary 3D calculations done through vu0 thanks to ooPo's math3D library, already included in ps2sdk. Costs really nothing in time.
Interesting point for beginners is that you can, once vu1 has finished its part of rendering, continue drawing with gsKit. Stats are displayed that way.
A performance bar shows the time spent by vu1 rendering in a frametime.
(Goal is to not reach opposite border of screen and stay at 60 fps).
Have fun!
Other useful older stuff:
http://home.tele2.fr/~fr-51785/ps2_qbert.zip (2D sprites)
http://home.tele2.fr/~fr-51785/ps2_pong.zip (wiimote)
http://home.tele2.fr/~fr-51785/ps2_afl_pktdrv.zip (packet driver)
I will try to make a little RPG, but will take time. Until then, enjoy the 3D.
(will be probably my last contribution to ps2 scene : pc0/ps3/360 are waiting...)
I've tried to use saotome's vulib the best way I could to create a small 3D rendering loop able to render an object directly coming from 3DSMax (its texture has to be loaded separately but mapping points are correctly used from 3DS file). I'm quite happy with current result (198.000 vertex/frame).
Obtained with combination of quad buffer technic, total vu1 data memory usage trick (allows 1 dma ref=1 batch) & mad vcl optimization of main loop (22 cycles, 1 light source, clipping working, texture mapping).
But can probably be improved still a bit...
Just need some intelligent normals variation to activate gouraud now.
Dr Fortuna's NoDraw flag idea is ready to use, to eventually have intelligent mixes of independant triangles and stripped triangles at once.
Preliminary 3D calculations done through vu0 thanks to ooPo's math3D library, already included in ps2sdk. Costs really nothing in time.
Interesting point for beginners is that you can, once vu1 has finished its part of rendering, continue drawing with gsKit. Stats are displayed that way.
A performance bar shows the time spent by vu1 rendering in a frametime.
(Goal is to not reach opposite border of screen and stay at 60 fps).
Have fun!
Other useful older stuff:
http://home.tele2.fr/~fr-51785/ps2_qbert.zip (2D sprites)
http://home.tele2.fr/~fr-51785/ps2_pong.zip (wiimote)
http://home.tele2.fr/~fr-51785/ps2_afl_pktdrv.zip (packet driver)