Search found 25 matches
- Thu Feb 28, 2008 9:14 pm
- Forum: PSP Development
- Topic: Skinning (samples/gu/skinning)
- Replies: 3
- Views: 2228
- Fri Aug 17, 2007 5:49 pm
- Forum: PSP Development
- Topic: Suicide Barbie demo [Final version]
- Replies: 16
- Views: 12611
Suicide Barbie demo [Final version]
As the FINAL version of Suicide Barbie is roaming the world for some time already, it is a time to send HUGE thanks to the whole PSPDEV community for great SDK and toolchain which made this demo possible, Chip for the libGU and TyRaNiD for the psplink which were essential in development of this demo...
- Thu Oct 20, 2005 5:00 am
- Forum: PSP Development
- Topic: Call for samples
- Replies: 31
- Views: 21342
Modified sample demonstrating GE signals usage with libgu API.
http://rej.50megs.com/psp/libgu_signals/
http://rej.50megs.com/psp/libgu_signals/
- Wed Oct 19, 2005 11:13 pm
- Forum: PSP Development
- Topic: Want to help out with pspsdk? I mean REALLY help out?
- Replies: 33
- Views: 17812
- Mon Oct 17, 2005 6:37 pm
- Forum: PSP Development
- Topic: GE Signals
- Replies: 9
- Views: 3385
- Sun Oct 16, 2005 6:13 pm
- Forum: PSP Development
- Topic: GE Signals
- Replies: 9
- Views: 3385
Do you really gain much by putting display lists/command buffers in VRAM? Mine are in main memory and i'm getting decent perf.. Oops, my fault (made a wrong assumption about GuGetMemory() function without looking into the code), the sample actually uses uncached system memory for buffers. The sampl...
- Thu Oct 13, 2005 3:38 pm
- Forum: PSP Development
- Topic: Sample demonstrating simultaneous Morphing and Skinning
- Replies: 2
- Views: 1486
Re: Sample demonstrating simultaneous Morphing and Skinning
I've tried out the idea, earlier raised by chp http://forums.ps2dev.org/viewtopic.php?p=21122#21122 , that both morphing and skinning can be combined on psp GPU. And guess what?... It actually works :) Cool, I've been meaning to try this out. Do all the vertex attributes get interpolated by morping...
- Thu Oct 13, 2005 7:37 am
- Forum: PSP Development
- Topic: GE Signals
- Replies: 9
- Views: 3385
Couple bits about performance of this experiment: * Number of geometry batches sent to GPU slightly affects performance: 4 batches approximately 39ms per frame 64 batches approximately 41ms per frame Need more testing to detect if that is due to CPU or GPU. * Comparing performance of double-buffered...
- Thu Oct 13, 2005 6:39 am
- Forum: PSP Development
- Topic: Sample demonstrating simultaneous Morphing and Skinning
- Replies: 2
- Views: 1486
Sample demonstrating simultaneous Morphing and Skinning
Hi, I've tried out the idea, earlier raised by chp http://forums.ps2dev.org/viewtopic.php?p=21122#21122 , that both morphing and skinning can be combined on psp GPU. And guess what?... It actually works :) Several blend targets can be first lerped together and then matrix skinning can be applied to ...
- Wed Oct 12, 2005 8:57 pm
- Forum: PSP Development
- Topic: GE Signals
- Replies: 9
- Views: 3385
GE Signals
Hi, http://rej.50megs.com/psp/signals (back to psp coding) This experiment shows the possible usage of GU signals both for double-buffering and command-lists calls. EDIT: Sample fully using libgu API is here: http://rej.50megs.com/psp/libgu_signals/ GU signals can be used implementing double bufferi...
- Sun Aug 07, 2005 6:35 pm
- Forum: PSP Development
- Topic: Texture coordinates generation, projection. Unknown states.
- Replies: 7
- Views: 4620
Re: Texture coordinates generation, projection. Unknown stat
As it is already discovered, 2 is an environment mapping mode.jsgf wrote:Could it be some other lighting thing? Shadows? I don't suppose there's any support for depth textures?ReJ wrote: 2 - ? (sampled texels seems to be uniform other the poly, but somewhat darker than pure white)
- Sun Jul 31, 2005 10:03 am
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4725
I did very simple skinning samle as well. Can be downloaded from: http://rej.50megs.com/psp/skinning/
It's not optimal, since all 8 weights are used - and it could be done with only 4 and geometry split into smaller chunks. But, hey, it's only the sample :)
It's not optimal, since all 8 weights are used - and it could be done with only 4 and geometry split into smaller chunks. But, hey, it's only the sample :)
- Sat Jul 30, 2005 7:15 am
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4725
I was planning on doing a skinning/morphing demo this weekend, or have you something already cooking? I did very simple skinning sample just to demonstrate how it works. Need a bit of source cleaning though (I was doing a day-job coding instead :) ). It caught my eye after I reviewed the Breakpoint...
- Sat Jul 30, 2005 7:06 am
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4725
I haven't heard of any hardware directly supporting a matrix palette the way you imagined PSP did, except possibly the Geforce6800 where you can use fp textures read in the vertex shader as matrix palettes. I meant using indices stored per vertex to address matrix in the array. That functionality w...
- Fri Jul 29, 2005 4:53 pm
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4725
- Fri Jul 29, 2005 12:53 am
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4725
Matrix Skinning
I've played a bit with matrix skinning: sceGuDrawArray() int vtype: bits from 14-15 seems to be a number of weights per vertex. Must be combined with GU_WEIGHT_xxx. should be something like: #define GU_WEIGHTS_SHIFT(n) ((n)<<14) #define GU_WEIGHTS_1 GU...
- Wed Jul 27, 2005 6:56 am
- Forum: PSP Development
- Topic: Call for samples
- Replies: 31
- Views: 21342
I did one more sample demonstrating simple shadowmapping using GU texture projection functionality (and rendering to offscreen buffer).
http://rej.50megs.com/psp/shadowmap/
http://rej.50megs.com/psp/shadowmap/
- Sun Jul 24, 2005 9:24 pm
- Forum: PSP Development
- Topic: Call for samples
- Replies: 31
- Views: 21342
- Sat Jul 23, 2005 10:51 pm
- Forum: PSP Development
- Topic: Call for samples
- Replies: 31
- Views: 21342
I've wrote another small sample demonstrating rendering to offscreen texture: http://rej.50megs.com/psp/rendertarget
- Sat Jul 23, 2005 7:11 pm
- Forum: PSP Development
- Topic: Texture coordinates generation, projection. Unknown states.
- Replies: 7
- Views: 4620
- Sat Jul 23, 2005 7:09 pm
- Forum: PSP Development
- Topic: Call for samples
- Replies: 31
- Views: 21342
I've made a sample demonstrating GU environment mapping: http://rej.50megs.com/psp/envmap
- Fri Jul 22, 2005 9:17 pm
- Forum: PSP Development
- Topic: Texture coordinates generation, projection. Unknown states.
- Replies: 7
- Views: 4620
arg0 = 2 seems to be envmap mode Yeah, seems to be the envmap mode. Although the envmap matrix setup is a bit strange, that's what I've figured out: The envmap matrix (2x3) is specified as a combination of 2 columns. Columns can be set using sceGuLight() [sic!] as a light position (maybe it's some ...
- Thu Jul 21, 2005 11:08 pm
- Forum: PSP Development
- Topic: Texture coordinates generation, projection. Unknown states.
- Replies: 7
- Views: 4620
Texture coordinates generation, projection. Unknown states.
Hi, Recently, while playing with texture projection, I've discovered the following things: 1) sceGuEnable( 19 ) does flipping of the normal, which affects both lighting ant texture projection 2) sceGuTexMapMode( arg0, arg1, arg2 ) arg0 (0-3?): 0 - disables texture projection, enables sceGuTexOffset/...
- Sun Jul 03, 2005 1:37 pm
- Forum: PSP Development
- Topic: PSP Video Memory Bandwidth
- Replies: 12
- Views: 6453
- Sun Jul 03, 2005 12:58 pm
- Forum: PSP Development
- Topic: 3D on the PSP
- Replies: 21
- Views: 17807
234 EA Texture Transfer Mode??? Bit 0: 1/0 (???) Actually, it seems to be a size of the pixel ( a0 ^ 0x03 ) 0 - 16 bit 1 - 32 bit ( GE_TPSM_5650 | GE_TPSM_5551 | GE_TPSM_4444 ) ^ 0x03 == 0 ( GE_TPSM_8888 ) ^ 0x03 == 1 Description of other registers used in sceGuCopyImage() seems to be right (178 so...