Search found 34 matches
- Sun Jan 27, 2008 12:23 am
- Forum: PSP Development
- Topic: GPGPU on PSP
- Replies: 23
- Views: 9308
- Sun Jan 27, 2008 12:14 am
- Forum: PSP Development
- Topic: GPGPU on PSP
- Replies: 23
- Views: 9308
Look poeple!! Mr macho-man is back!! If it can make you feel better i can post 1193 bullshits on this forum...after that will you treat me with a little respect?? This is surely maturity!! How can you claim that J.F.'s 1193 posts are bullshit? Have you read any of them? I can tell you that I have. ...
- Sun Nov 25, 2007 11:21 pm
- Forum: PSP Development
- Topic: How flexible is sceGumDrawArray?
- Replies: 1
- Views: 1841
- Sun Nov 25, 2007 11:08 pm
- Forum: PSP Development
- Topic: access on protected ram & software-mmu
- Replies: 16
- Views: 5064
An app stores somethin to a absolute address (someone built a assembler routine that wants that), say 0x09000000 a secound app uses exact the same address to store somethin else. Can the kernel handle that with its allocation/reallocation mechanism?? Can it? My understanding of the issue is that it...
- Wed Nov 14, 2007 4:58 am
- Forum: PSP Development
- Topic: ttf algorithem
- Replies: 10
- Views: 3118
but maybe i can try to cache several pages first and then if there are more characters in need i will cache again..... That there is the answer! Once the cache is filled it gets far better. You can do this ahead of time by studying the frequency of Chinese ideograms and prepopulating the cache with...
- Tue Nov 13, 2007 7:17 pm
- Forum: PSP Development
- Topic: what is the differences between user mode and kernel mode?
- Replies: 2
- Views: 1414
- Tue Nov 13, 2007 7:10 pm
- Forum: PSP Development
- Topic: ttf algorithem
- Replies: 10
- Views: 3118
I realize that memory may not be enough. That is why I suggested caching recently used characters instead of the entire character set. This was based on the assumption that only a relatively small subset of them would be in use at any given time. You have a cache of a fixed size (which you tweak to ...
- Mon Nov 12, 2007 10:46 pm
- Forum: PSP Development
- Topic: ttf algorithem
- Replies: 10
- Views: 3118
If you are looking for speed, I would think rendering the ttf once to a bitmap font and then indexing into it with uv coords would be the way to go. Hmm, just realized you are trying to use Chinese fonts wich would make for a huge bitmap font. I suppose you could use some caching scheme for the rend...
- Sat Oct 13, 2007 2:49 am
- Forum: PSP Development
- Topic: can somone help me with the X O button line?
- Replies: 2
- Views: 1457
- Fri Oct 12, 2007 7:53 am
- Forum: PSP Development
- Topic: LIBCURL implementation example
- Replies: 5
- Views: 2631
- Fri Oct 12, 2007 7:00 am
- Forum: PSP Development
- Topic: LIBCURL implementation example
- Replies: 5
- Views: 2631
Um, I dont think he needs to resolve the hostname first. libcurl does that itself(I know this to be true as I use libcurl on the psp without resolving the hostname). This is the most of the point of libcurl, to parse and resolve the URL(as well as handle the underlying protocols). You probably just ...
- Sat Oct 06, 2007 4:29 pm
- Forum: PSP Development
- Topic: Resolver under 3.xx
- Replies: 13
- Views: 4451
- Thu Oct 04, 2007 6:04 pm
- Forum: PSP Development
- Topic: A web address Resolver under 3.xx
- Replies: 5
- Views: 2153
Looks like the version you found on the svn is more recent than what I linked to (Duh). Definitely use it instead. As for compilation, if your toolchain is set up correctly TyRaNiD's commands should go off without a hitch. It's not the hinky crap I had to go through :) Best of luck on your endeavors.
- Thu Oct 04, 2007 5:11 pm
- Forum: PSP Development
- Topic: A web address Resolver under 3.xx
- Replies: 5
- Views: 2153
The package I linked to is just a patch for the official 7.15.1 curl sources. the build process for the psp libs is hinky at best. There are pre-compiled binaries floating around out there somewhere in the aether.
- Thu Oct 04, 2007 3:01 pm
- Forum: PSP Development
- Topic: A web address Resolver under 3.xx
- Replies: 5
- Views: 2153
If you want to save yourself many headaches, there is a psp port of libcurl floating around this forum. Libcurl is very powerful and easy to use. It takes care of resolving names and handling different protocols for you. All it really needs is wifi connected, url and a FILE pointer or custom IO func...
- Sat Sep 29, 2007 4:53 am
- Forum: PSP Development
- Topic: [Idea] Depth Sounder (For Fishing)
- Replies: 1
- Views: 1093
Um, as far as I know, depth sounders don't use cameras. They use echo sounding . Get yourself a hydrophone (not an insignificant chunk of change), some sort of waterproofed speaker, and a psp headset to hack up and you may be in business. The PSP should have plenty of power to do the calculations, (...
- Wed Sep 19, 2007 12:09 pm
- Forum: PSP Development
- Topic: Nanodesktop: Text to speech Demo
- Replies: 10
- Views: 5112
- Thu Sep 13, 2007 9:57 pm
- Forum: PSP Development
- Topic: PSP Slim RAM partitions
- Replies: 38
- Views: 27853
- Thu Sep 13, 2007 2:28 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
- Sun Sep 09, 2007 11:15 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
Lol, yer fubared transforms strike again! I can see that they will be a source of endless fun for you throughout this project! Kidding aside, fixing your sprite orientation shouldn't be too bad. I would use one of your off by 90 combinations, then start mucking with your up and right vector extracti...
- Sat Sep 08, 2007 3:17 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
Vincent is absolutely right. But it's better than just saving 2 points per quad. You can consolidate all your sprites into just one call to sceGuDrawArray(as long as they all have the same texture and blending mode) instead of once per quad like in the GU_STRIPS case. This not only saves the overhea...
- Sat Sep 08, 2007 10:35 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
- Fri Sep 07, 2007 1:21 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
Looks like Vincent_m has the right idea. I really think you need to go back to the drawing board and work out your transform matrices correctly. But just out of curiosity, what happens if you use the up and right vectors from your model matrix? If you are using your model matrix for both view and mo...
- Fri Sep 07, 2007 6:14 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
- Tue Sep 04, 2007 8:42 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
It might be helpful if you tried to isolate your particle system from the rest of your code to make testing it easier. Assuming that you are using good programming practice, you should be able to take your particle system class and wire it up to a test stub. Have the stub try to build and render the...
- Tue Sep 04, 2007 4:24 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
What I meant was that it doesn't matter what order you define your MATRICES in, weather it be projection then model then view, or view then projection then model or whatever. The order of individual rotations and translations applied to these matrices certainly does matter as you say. If your code i...
- Mon Sep 03, 2007 11:53 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
Hey there, I just took a quick glance at your code. Your transformation code definitely looks a bit wonky. Instead of building your matrices by hand and then multiplying them in, I suggest making use if the sceGum stacked matrix functions. They are much more straight forward. The procedure is genera...
- Sun Sep 02, 2007 10:02 pm
- Forum: PSP Development
- Topic: pspsdk on psp
- Replies: 17
- Views: 7606
If you want to compile c programs on a resource starved system like the psp. GCC is not going to be of much use. You will need to implement your own compiler. You will have to resort to the tried and true staged methodology. That means many passes over the code to compile it. The less memory you hav...
- Sun Sep 02, 2007 9:04 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082
Just throwing this out there but you may want to build all of your particle sprites at one time and then just call sceGuDrawArray once. Also each call to sceGuGetMemory incurs overhead in the display list. Allocate all the memory you need for the particle systems sprites with one call to sceGuGetMem...
- Sun Sep 02, 2007 8:34 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19082