Search found 25 matches

by ReJ
Thu Feb 28, 2008 9:14 pm
Forum: PSP Development
Topic: Skinning (samples/gu/skinning)
Replies: 3
Views: 2228

You skinning code should look more like that: void doSkinning&#40;inout vec4 vertex, in float boneWeight&#91;&#93;&#41; &#123; vec4 pos = vec4&#40;0, 0, 0, 0&#41;; for &#40;int n = 0; n < weightCount; n++&#41; &#123; pos += &#40;BoneMatrix&#91;n&#9...
by ReJ
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...
by ReJ
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/
by ReJ
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

Fix for signals in pspgu library. GE signals can be used with pspgu API from now on! Index&#58; callbackFin.c =================================================================== --- callbackFin.c &#40;revision 1157&#41; +++ callbackFin.c &#40;working copy&#41; @@ -10,7 +10,7 @@ v...
by ReJ
Mon Oct 17, 2005 6:37 pm
Forum: PSP Development
Topic: GE Signals
Replies: 9
Views: 3385

By "8 byte chunks", do you mean two back-to-back 32-bit writes? Doing crazy thing :) struct dfloat { float hi; float lo; }; Btw, filling VRAM with 0s sequentially gives me a 144MB/s throughput, while filling uncached system memory gives a 135Mb/s. There is some additional overhead in the ...
by ReJ
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...
by ReJ
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...
by ReJ
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...
by ReJ
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 ...
by ReJ
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...
by ReJ
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

jsgf wrote:
ReJ wrote: 2 - ? (sampled texels seems to be uniform other the poly, but somewhat darker than pure white)
Could it be some other lighting thing? Shadows? I don't suppose there's any support for depth textures?
As it is already discovered, 2 is an environment mapping mode.
by ReJ
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 :)
by ReJ
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...
by ReJ
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...
by ReJ
Fri Jul 29, 2005 4:53 pm
Forum: PSP Development
Topic: Matrix Skinning
Replies: 10
Views: 4725

Well, I was actually tricked by some site stating that PSP supports only 4 weights per vertex and 8 matrices. Actually there is just 8 weights per vertex - so no need for indices and matrix palette. It should be more like: #define GU_WEIGHTS_SHIFT&#40;n&#41; &#40;&#40;n&#41;<<14&...
by ReJ
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&#40;n&#41; &#40;&#40;n&#41;<<14&#41; #define GU_WEIGHTS_1 GU...
by ReJ
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/
by ReJ
Sun Jul 24, 2005 9:24 pm
Forum: PSP Development
Topic: Call for samples
Replies: 31
Views: 21342

I'll take a go at your sample and see if I can make it work the "proper" way. EDIT: Ok, sample submitted. I tweaked the code to use sceGuDrawBufferList() instead of sceGuDrawBuffer(), which removed the issues with black screen when called from within sceGuStart/sceGuFinish. I'll look into...
by ReJ
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
by ReJ
Sat Jul 23, 2005 7:11 pm
Forum: PSP Development
Topic: Texture coordinates generation, projection. Unknown states.
Replies: 7
Views: 4620

Thanks :)

I did a sample showing environment mapping:
http://rej.50megs.com/psp/envmap
by ReJ
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
by ReJ
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 ...
by ReJ
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/...
by ReJ
Sun Jul 03, 2005 1:37 pm
Forum: PSP Development
Topic: PSP Video Memory Bandwidth
Replies: 12
Views: 6453

Xvoid6f wrote:...blitting from vram -> vram. How do you set this up? Can we specify a relocatable section, and maybe have "pixels" mapped to somewhere in vram?
VRAM->VRAM: You can specify pointer to a VRAM address for sceGuTexImage() function (image source).
by ReJ
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...