[FIXED] Graphics Issues.. weird.

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MikeDX
Posts: 30
Joined: Wed Oct 19, 2005 9:24 am

[FIXED] Graphics Issues.. weird.

Post by MikeDX »

Hey people. I've just about completed porting Bruno's Mikie Emulator to the PSP. It works great.

However. There seems to be an issue with some sort of tearing (not vsync related) when displaying graphics.

I would attach a screenshot but this forum doesnt seem to allow it. Any offer on image hosting or anything?

I'm happy to send our binaries for people to test if they can help.
Last edited by MikeDX on Tue Nov 08, 2005 2:43 am, edited 1 time in total.
danzel
Posts: 182
Joined: Fri Nov 04, 2005 11:03 pm

Post by danzel »

throw an image up on http://www.imageshack.us/

Danzel.
MikeDX
Posts: 30
Joined: Wed Oct 19, 2005 9:24 am

Post by MikeDX »

Righto... now where was that screencap code I saw...

Hmm.. anybody got any screencap code that I can use from within the app itself? dumping the output of my buffer to a file results in "perfect" graphics.

failing that, anybody got a camera that they can take a photo of - If i send them a binary.
MikeDX
Posts: 30
Joined: Wed Oct 19, 2005 9:24 am

Post by MikeDX »

ok now this is even more weird

If I call my drawsprites() function twice, it seems the problem doesnt occur..

is there some kind of write-delay that I need to be aware of???
Paco
Posts: 54
Joined: Sun Oct 09, 2005 6:53 pm

Post by Paco »

MikeDX wrote:ok now this is even more weird

If I call my drawsprites() function twice, it seems the problem doesnt occur..

is there some kind of write-delay that I need to be aware of???
Possibly, the GE chip can't read stuff from the CPU's cache, so try calling sceKernelDcacheWriteback() (check name in header files). Alternatively, you can write your vertex buffers to uncached memory.
Paco
MikeDX
Posts: 30
Joined: Wed Oct 19, 2005 9:24 am

Post by MikeDX »

Thanks Paco, that is perfect

sceKernelDcacheWritebackAll(); was the one I needed!
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