I got a real simple demo going with 3 boxes, any more than 1 causes half the box to flicker of 2 of the 3 boxes.
I have tried adding "sceKernelDcacheWritebackAll();" all over but still no success, I also tried OR'ing the address with 0x40000000 but no luck, actually doing that only renders 1 triangle, so I dont see that helping much.... any ideas?
Thanks
Jeff.
pspgl flickering triangles
also on a related note, has anyone tested "GL_UNSIGNED_INT_8_8_8_8" in glTexImage2D to work? I'm getting weird results, that work fine with the data I send in on the PC. Also, GL_UNSIGNED_SHORT_4_4_4_4 works fine it seems, so if someone can confirm it works, thatd be most appreciated.
Thanks again.
Jeff.
Thanks again.
Jeff.
Can someone test this for the PSPGL:
Should be 2 colors evenly spaced across a 256 image. But it shows red like 3/4's of the image, not sure why. The UV's are set correctly as well.
Has anyone used glTexImage2D Successfully with GL_UNSIGNED_INT_8_8_8_8?
Thanks
Jeff
Code: Select all
UINT __attribute__((aligned(16))) colors[256] =
{
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,0xff0000ff,
};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,256,1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, colors);
Has anyone used glTexImage2D Successfully with GL_UNSIGNED_INT_8_8_8_8?
Thanks
Jeff