How do you make .fnt files which can be used with gsKit.
Are they normal windows .fnt files and does anybody know of a tool to convert ttf fonts at a specific resolution into a compatable .fnt font?
Search found 21 matches
- Tue Jan 18, 2005 6:02 am
- Forum: PS2 Development
- Topic: gsKit Fonts
- Replies: 0
- Views: 1237
- Sat Sep 11, 2004 4:25 am
- Forum: PS2 Development
- Topic: PS2 offscreen accelerated graphics
- Replies: 10
- Views: 4034
- Sat Sep 11, 2004 2:01 am
- Forum: PS2 Development
- Topic: PS2 offscreen accelerated graphics
- Replies: 10
- Views: 4034
Thats exactly what I mean, the reason I asked about accelerated rendering to memory is that I wondered it the PS2 had specific video memory for double buffering, and you had to write to that and only that location. As for swapping to that 'offscreen' buffer thats fine, but If the image there is only...
- Fri Sep 10, 2004 3:42 pm
- Forum: PS2 Development
- Topic: PS2 offscreen accelerated graphics
- Replies: 10
- Views: 4034
I want to produce renderings in 'windows' (clipped viewports) on the screen with acceleration. So I was wondering what the performance hit would be to get each rendering done to vram and then have a lib which renders them onscreen (composes them) as required by the window ordering. My other idea was...
- Fri Sep 10, 2004 4:56 am
- Forum: PS2 Development
- Topic: PS2 offscreen accelerated graphics
- Replies: 10
- Views: 4034
PS2 offscreen accelerated graphics
First when writing code to run on the PS2 using PS2SDK, whats it running on? Are we running straight on the hardware or is there a basic kernel running?
Now for my real question.... is it possible to get hardware accelerated rendering to an offscreen buffer?
Rich
Now for my real question.... is it possible to get hardware accelerated rendering to an offscreen buffer?
Rich
- Thu Sep 09, 2004 5:56 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
Ive updated the main.c (see an earlier post for the link) it now reads the input stream from the file specified at argv[1], and outputs the frames to the file specified at argv[2] (with a number and .ppm appended). It reads the stream, decodes it as MPEG4 converts the YUV frame to RGB and then write...
- Thu Sep 09, 2004 3:34 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
Your right, the frame we get is in PIX_FMT_YUV420P, and needs conversion.. using some code from http://www.inb.uni-luebeck.de/~boehme/libavcodec_update.html Ive nearly got it working, I'll keep you all updated when I do.... I think the codes getting a little messy :) Ive also move to ps2client and n...
- Wed Sep 08, 2004 6:29 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
Groovy, any ideas on why I'm loosing my connection to the PS2? I was planning on just porting the rtp part of libavformat, that way I can run VLC on my PC and get that to do all the hard work. Cheers for your help, I wouldnt mind seeing your source-code, I might work on getting color next :) Rich P....
- Wed Sep 08, 2004 3:38 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
Ive updated main.c http://www.mountainstorm.co.uk/ps2dev.mountainstorm.co.uk/main.c and now have a raw mp4 encoded test video stream http://www.mountainstorm.co.uk/ps2dev.mountainstorm.co.uk/test.mpg Ive compiled this on Win2K and it produces 196 pgm files, I was wrong earlier as I was looking at th...
- Tue Sep 07, 2004 4:44 pm
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
- Tue Sep 07, 2004 4:12 pm
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
I think the frame buffer should be in RGB format (but it may be YUV) - the codes stolen from the apiexample.c in libavcodec. In that it writes the buffer into a ppm file. I'll try running that and see what format the buffer is in. I got a different result when I ran the code, I got 6 framers process...
- Tue Sep 07, 2004 6:06 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
whooo, cheers - well Ive removed the -O3 from config.mak and set CONFIG_ENCODERS to 0 in config.h. Then compiled it up.... and bingo it all worked. Now with my test program compiled as well (after playing with the library order) unfortunatly the same code works on my PC with an mpeg1 sample (embedde...
- Mon Sep 06, 2004 7:20 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
So Ive got a libavcodec.a file (a good start me thinks). Ive written my small app and tested in on my Mac. Im trying to compile it with the PS2 toolchain but am missing the following symbols..... sscanf perror _ctype_ atof atoi strtod and quite a few other ones that I suspect are related to ffmpeg, ...
- Mon Sep 06, 2004 6:07 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
Well I searched the ffmpeg dev mailing list and apparently they are only using libavcodec rather than libavformat. Ive tried compiling libavcodec with the ee toolchain, after configuring it as a mips machine.... this causes the compile to use the mmi routines in the ps2/ directory. The only thing wh...
- Mon Sep 06, 2004 12:25 am
- Forum: PS2 Development
- Topic: PS2 network media player?
- Replies: 27
- Views: 12221
PS2 network media player?
Ive got a PS2, the Sony DVD remote and the network adapter.... and I want to use it to watch video. Now Ive tried the PS2Reality player and whilst its ok, im not overly impressed. What i want is the equivolent of the Happauge MVP using my PS2 as little more than a network -> TV player and a remote c...
- Sun Apr 11, 2004 2:37 am
- Forum: PS2 Development
- Topic: CVS access
- Replies: 3
- Views: 4355
- Sun Apr 11, 2004 12:50 am
- Forum: PS2 Development
- Topic: CVS access
- Replies: 3
- Views: 4355
CVS access
What command line should I be using to get stuff out of the CVS archive. Ive tried many variations on: cvs -d :pserver:anonymous@cvs.ps2dev.org:/ps2dev/ login but I keep getting: /ps2dev/: no such repository cvs [login aborted]: authorization failed: server cvs.ps2dev.org rejected access Can anybody...
- Wed Apr 07, 2004 7:56 am
- Forum: PS2 Development
- Topic: ee-gcc & iop-gcc, whats different about them
- Replies: 8
- Views: 5999
Cheers very much, I got the latest 'beta' bintools compiling but unfortunately it fell over and I cant be bothered to look into why. So Im taking your advice and using your shell script to download and compile everything. Im going to go off to bed and i hope :) when I awake it will all be compiled (...
- Wed Apr 07, 2004 6:26 am
- Forum: PS2 Development
- Topic: We need YOU to help test the new toolchain.
- Replies: 10
- Views: 7729
The address of ps2client in the readme.txt is wrong, it should be
http://www.oopo.net/consoledev/files/ps ... 0.0.tar.gz
MountainStorm
http://www.oopo.net/consoledev/files/ps ... 0.0.tar.gz
MountainStorm
- Wed Apr 07, 2004 6:07 am
- Forum: PS2 Development
- Topic: ee-gcc & iop-gcc, whats different about them
- Replies: 8
- Views: 5999
Building toolchain on Mac OS X
Now I look at it, its obvious. I thought that the standard compile of GCC would have everything in it. But now I think of how many different variations there are, its not that surprising. So now Im trying to compile it. Ive got the gnu-ee-binutils-gcc.1.1.tar.gz file from http://ps2dev.sourceforge.n...
- Wed Apr 07, 2004 3:05 am
- Forum: PS2 Development
- Topic: ee-gcc & iop-gcc, whats different about them
- Replies: 8
- Views: 5999
ee-gcc & iop-gcc, whats different about them
Im using Mac OS X 10.3. Now XCode includes GCC v3.3 so as Im downloading ee-gcc and iop-gcc Ive got to wondering... whats different.
Perhaps the more accurate question is 'can I get away without re-compiling gcc?'
As an aside, has anybody else developed using XCode on OS X ?
MountainStorm
Perhaps the more accurate question is 'can I get away without re-compiling gcc?'
As an aside, has anybody else developed using XCode on OS X ?
MountainStorm