Search found 7 matches
- Thu May 07, 2009 2:53 am
- Forum: PSP Development
- Topic: sceGuGetMemory oposite
- Replies: 2
- Views: 3576
sceGuGetMemory oposite
I've looked through the sdk references but haven't found how to free memory allocated with sceGuGetMemory. Is there a c free() alternative?
- Sun Mar 29, 2009 3:34 am
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3430
- Fri Mar 27, 2009 4:21 pm
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3430
I see. Well, there's one thing bothering me about the 32BITF vertices. I am currently using a vertex struct size of 16 bytes in the 16BIT mode. If I was to use 32BITF logically I need a vertex structure of 32 byte size. And I have no idea what could I put in there to double the size. struct Vertex &...
- Fri Mar 27, 2009 6:30 am
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3430
- Thu Mar 26, 2009 7:32 pm
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3430
sceGumRotateX problem
Hello, I am trying to rotate an image like this vertices[0].u = minx; vertices[0].v = miny; vertices[0].color = 0; vertices[0].x = playerX; vertices[0].y = playerY; vertices[0].z = 0; vertices[1&a...
- Sun Mar 22, 2009 3:56 am
- Forum: PSP Development
- Topic: A proper way to draw
- Replies: 1
- Views: 1942
A proper way to draw
I have written some code for my game. But I have a feeling that its working too slow. Could you guys comment this please? /*This is my vertex structure*/ typedef struct { unsigned short u, v; unsigned int color; short x, y, z; unsigned short useless; //for a 16bit struct } Vertex; ...
- Sat Mar 21, 2009 6:42 pm
- Forum: PSP Development
- Topic: The blit sample
- Replies: 2
- Views: 1709
The blit sample
I have a question about this function in the blit example. void advancedBlit(int sx, int sy, int sw, int sh, int dx, int dy, int slice) { int start, end; // blit maximizing the use of the texture-cache for (start = sx, end = sx+sw; start < end; start += slice, dx += ...