vliw,
No, that's not true. On the back of the unit, it clearly states "debugging station". Also, in the menu's there are options for debugging. So, I was able to get my answer that way. Thanks though!
Jeff.
Search found 66 matches
- Tue Jun 05, 2007 3:57 am
- Forum: PS3 Development
- Topic: PS3 Test Unit Debugging?
- Replies: 8
- Views: 11614
- Thu May 24, 2007 7:44 am
- Forum: PS3 Development
- Topic: PS3 Test Unit Debugging?
- Replies: 8
- Views: 11614
I'm talking about the official PS3 TEST hardware. This is different from the PS3 TOOL hardware which is their official dev hardware. The TEST I believe was given to both developers and reviewers. It runs unsigned code from blue ray recorded discs, but I'm not sure if it can do debugging. Which is wh...
- Thu May 24, 2007 1:34 am
- Forum: PS3 Development
- Topic: PS3 Test Unit Debugging?
- Replies: 8
- Views: 11614
PS3 Test Unit Debugging?
Hello,
I have a simple question, does anyone know if the PS3 TEST hardware is capable of debugging?
Thanks
Jeff.
I have a simple question, does anyone know if the PS3 TEST hardware is capable of debugging?
Thanks
Jeff.
- Sat Oct 08, 2005 7:17 am
- Forum: PSP Development
- Topic: GDB build errors
- Replies: 4
- Views: 2045
- Wed Oct 05, 2005 5:33 am
- Forum: PSP Development
- Topic: New PSPGL tree w/ lots of fixes
- Replies: 20
- Views: 7888
I have been using Holger's version of pspgl for a long time and always had intermittent problems. Especially when it came to caching issues. If you are really thinking about moving forward with pspgl, I'd really suggest getting jeremy's patches. Using his patches fixes all the problems I had and has...
- Sun Sep 25, 2005 6:18 am
- Forum: PSP Development
- Topic: Would there be any interest in something like this?
- Replies: 5
- Views: 2373
Regarding your post about the Emu.
Hey
do you have anything I could check out, I would love to test this out and maybe help out a lil. Let me know
Jeff.
do you have anything I could check out, I would love to test this out and maybe help out a lil. Let me know
Jeff.
- Fri Sep 23, 2005 11:20 pm
- Forum: PSP Development
- Topic: Any plans for futur PSPSDK "packages" ?
- Replies: 17
- Views: 12191
devpsx,
take a look at http://wiki.pspdev.org/ if you haven't already, it gives a nice run down on the hardware in general. Still lacks a little on detail, but its a good start.
Jeff.
take a look at http://wiki.pspdev.org/ if you haven't already, it gives a nice run down on the hardware in general. Still lacks a little on detail, but its a good start.
Jeff.
- Fri Sep 23, 2005 8:20 am
- Forum: PSP Development
- Topic: pspgl texture caching issues
- Replies: 7
- Views: 2783
- Fri Sep 23, 2005 4:31 am
- Forum: PSP Development
- Topic: pspgl texture caching issues
- Replies: 7
- Views: 2783
I made those changes and still am not getting some textures rendered. Most are, but still some arn't and its sorda random... It definatly is a texture cache issue. Any other things I can try to force the rendering context to flush after each object? Objects are all 2 triangles with a texture. Thanks...
- Fri Sep 23, 2005 2:17 am
- Forum: PSP Development
- Topic: pspgl texture caching issues
- Replies: 7
- Views: 2783
- Fri Sep 23, 2005 1:27 am
- Forum: PSP Development
- Topic: pspgl texture caching issues
- Replies: 7
- Views: 2783
pspgl texture caching issues
Can someone please tell me how to avoid this. I had it working till the latest stuff in pspgl. Now even having: sceKernelDcacheWritebackAll(); glFlush(); doesn't do the trick. My textures arn't being rendered, only some are. This was a problem before, but I had temperarily solved it by adding the ab...
- Sat Sep 17, 2005 5:22 pm
- Forum: PSP Development
- Topic: sceGumArray Question
- Replies: 0
- Views: 958
sceGumArray Question
I'm trying to render but I see a distorted model. I know the model is ok, and I checked the verts and indicies and they look fine. Can someone just peek at this code and see if you see anything obvious: sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,co...
- Thu Sep 08, 2005 2:55 am
- Forum: PSP Development
- Topic: pspgl blending
- Replies: 1
- Views: 1208
pspgl blending
Has anyone gotten alpha values to work. I'm having a bit of trouble, I'm doing it like this: //before rendering image glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); //render image .... glDisable(GL_BLEND); The image, does have a...
- Wed Sep 07, 2005 12:14 pm
- Forum: PSP Development
- Topic: glTexImage2D question
- Replies: 1
- Views: 1335
glTexImage2D question
I am use to binding textures and such, so when I do a "glTexImage2D" it sets the current texture, but then I can do a glBindTexture(0); to basically NULL the current texture. But I dont see the equivilent. I tried to do a glTexImage2D with NULL data, but that didnt work :). Any ideas? Than...
- Wed Sep 07, 2005 4:58 am
- Forum: PSP Development
- Topic: More Weirdness with pspgl and rendering (solved)
- Replies: 2
- Views: 1755
- Wed Sep 07, 2005 4:45 am
- Forum: PSP Development
- Topic: More Weirdness with pspgl and rendering (solved)
- Replies: 2
- Views: 1755
More Weirdness with pspgl and rendering (solved)
Here's whats happening: I render the first frame fine (I see everything on the screen nicely), then it hangs. I am rendering ~24 images, Tracing it down, I see two potential things are causing this hang or helping it. If I comment out: //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128,128, 0, GL_RGBA, G...
- Thu Sep 01, 2005 7:53 am
- Forum: PSP Development
- Topic: pspgl flickering triangles
- Replies: 6
- Views: 2572
- Thu Sep 01, 2005 7:42 am
- Forum: PSP Development
- Topic: glViewport
- Replies: 1
- Views: 1326
glViewport
I am setting it like this:
glViewport(100,100,100,100);
so I should see a viewport not starting in the corner, but 100 from the corner and 100 pixels wide/tall. But the (x,y), the first two components of this function don't seem to do anything, can somone test this really quick?
Thanks
Jeff.
glViewport(100,100,100,100);
so I should see a viewport not starting in the corner, but 100 from the corner and 100 pixels wide/tall. But the (x,y), the first two components of this function don't seem to do anything, can somone test this really quick?
Thanks
Jeff.
- Wed Aug 31, 2005 12:09 pm
- Forum: PSP Development
- Topic: pspgl flickering triangles
- Replies: 6
- Views: 2572
- Wed Aug 31, 2005 8:48 am
- Forum: PSP Development
- Topic: pspgl flickering triangles
- Replies: 6
- Views: 2572
- Wed Aug 31, 2005 7:02 am
- Forum: PSP Development
- Topic: pspgl flickering triangles
- Replies: 6
- Views: 2572
- Wed Aug 31, 2005 6:25 am
- Forum: PSP Development
- Topic: pspgl flickering triangles
- Replies: 6
- Views: 2572
pspgl flickering triangles
I got a real simple demo going with 3 boxes, any more than 1 causes half the box to flicker of 2 of the 3 boxes. I have tried adding "sceKernelDcacheWritebackAll();" all over but still no success, I also tried OR'ing the address with 0x40000000 but no luck, actually doing that only renders...
- Tue Aug 30, 2005 7:37 am
- Forum: PSP Development
- Topic: -lpsplibc -lc or "Do not cross the streams Venkman"
- Replies: 13
- Views: 5566
- Tue Aug 30, 2005 7:27 am
- Forum: PSP Development
- Topic: pspgl VertexPointer issue
- Replies: 1
- Views: 1141
pspgl VertexPointer issue
Can someone please verify that VertexPointer works in pspgl? If I call: InterleavedArrays(GL_T2F_C4UB_V3F, 0, (void *) vertices); glDrawArrays(GL_TRIANGLES, 0, 6); It works fine, I see 2 triangles (a face) :)... but if I call: glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &am...
- Mon Aug 29, 2005 7:31 am
- Forum: PSP Development
- Topic: -lpsplibc -lc or "Do not cross the streams Venkman"
- Replies: 13
- Views: 5566
- Fri Aug 26, 2005 8:47 am
- Forum: PSP Development
- Topic: C++ not working well
- Replies: 6
- Views: 3401
- Fri Aug 26, 2005 8:24 am
- Forum: PSP Development
- Topic: C++ not working well
- Replies: 6
- Views: 3401
C++ not working well
OK, After many tests, It seems C++ is not being initialized properly or something is seriously wrong. Doing the exact same stuff in C works perfect, but in C++ has many errors and crashes on the PSP. Can someone please help and maybe we can get C++ working well on this. Has anyone really tested C++ ...
- Thu Aug 25, 2005 9:26 am
- Forum: PSP Development
- Topic: PSPGL Make Error
- Replies: 4
- Views: 3071
- Thu Aug 25, 2005 9:24 am
- Forum: PSP Development
- Topic: _stat problem building python
- Replies: 3
- Views: 2549
_stat problem building python
Guys: Building python, got everything compiling but running into this error. Any idea if this is a problem with libc? Can someone check it out for me, thatd be great. /usr/local/pspdev/lib/gcc/psp/4.0.1/../../../../psp/lib/libc.a(sysstat.o): In function `stat': ../../...
- Wed Aug 24, 2005 10:44 am
- Forum: PSP Development
- Topic: PSPGL Make Error
- Replies: 4
- Views: 3071
PSPGL Make Error
I'm installing the latest version on a new comp and getting this error. Any ideas? Jeff King@JEFF ~/pspgl $ make mkdir .deps psp-gcc -g -Wall -O2 -G0 -fsingle-precision-constant -I. -I /usr/local/pspdev/ps p/sdk/include -MD -MF .deps/eglChooseConfig.d -c eglChooseConfig.c psp-gcc -g -Wall -O2 -G0 -f...