I was trying to get a better font, so i wrote my own text displayer. I've come across a problem though. What im doing is displaying a list of strings on the screen, about 14 strings of 40 chars.
Now when i start to do anything processor intensive, it starts to mess up. It doesnt really slow down the text rendering, it just seems to skip parts of it? I was under the impression that when my program got to be too much for the psp to handle, the text would just get displayed slower and slower, is there any explanation for the end of certain strings to just be cut off? it seems to be random.
btw it works perfectly when the processor isnt being pushed, so i dont think it would be something wrong with my function that makes it quit early. anyone got any ideas?
function not finishing it seems
As many others around here you're getting bitten by the cache. Search around, I'm too lazy to explain it all again :)
http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip Free texture converter for PSP with source. More to come.
Well you haven't given much details to go on :)
But the essence is, anything you want the graphics processor to see, you NEED to make sure that it's in main memory and not just sitting in the CPU cache.
But the essence is, anything you want the graphics processor to see, you NEED to make sure that it's in main memory and not just sitting in the CPU cache.
http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip Free texture converter for PSP with source. More to come.
im getting this error while using graphics.c/h so does anyone know how to fix it with that?
i went through graphics.c and before every gu draw command ( like sceGuDrawArray and sceGuCopyImage) it has sceKernelDcacheWritebackAll(); isnt that supposed to clear clean up the cache and stop this stupid half function crap?
i went through graphics.c and before every gu draw command ( like sceGuDrawArray and sceGuCopyImage) it has sceKernelDcacheWritebackAll(); isnt that supposed to clear clean up the cache and stop this stupid half function crap?