Q: How do I swizzle a texture?
>>> http://wiki.ps2dev.org/psp:ge_faq
I don't know why anyone didn't point you to this sooner ;>
gl
Search found 8 matches
- Fri Mar 30, 2007 11:51 am
- Forum: PSP Development
- Topic: Mipmapping and swizzling
- Replies: 20
- Views: 6893
- Fri Mar 17, 2006 10:32 am
- Forum: PSP Development
- Topic: PSPGL compiling (../tests/)problem
- Replies: 0
- Views: 919
PSPGL compiling (../tests/)problem
i am having problems compiling the PSPGL tests present with PSPGL. at the moment i am recieving an error regarding mounting of the PSP volume $ make -C tests clean install make: Entering directory `/usr/local/pspdev/psp/sdk/pspgl/tests' rm -f .deps/*.d *.o *.a *.elf *.sys *~ psp-gcc -g -Wall...
- Mon Feb 20, 2006 4:30 am
- Forum: PSP Development
- Topic: why pspDebugScreenPrintf + gu = blinking text?
- Replies: 5
- Views: 3332
a good way would be to render to GU_PROJECTION matrix mode and sceGumOrtho (....), such as a bitmap font drawing poly quads (2 tris) for each char, instead of bitblt'ing the chars directly into (v/eram)? pretty much a universal method, do some research on how bitmap fonts are achieved in opengl, whi...
- Sun Feb 05, 2006 6:20 am
- Forum: PSP Development
- Topic: fscanf trouble
- Replies: 2
- Views: 1185
ahh rightio, yea i got the (FILE *) casting from inspecting the PSPquake src, they defined their own fopen to return (FILE *)fd, must have missed something. i wasn't sure if fopen was possible with PSPdev, should have tried it really what i newbie i must look. ;D Anyway kudos Jim :> ...Been working ...
- Sat Feb 04, 2006 9:28 am
- Forum: PSP Development
- Topic: fscanf trouble
- Replies: 2
- Views: 1185
fscanf trouble
hello, I am somewhat new here but have been following PSP development here for many many months. I have commenced a project and at the moment i am experimenting with implementing a ASE loader for the PSP. I am currently having trouble however using fscanf to readin a single string is causing my psp ...
- Fri Oct 07, 2005 12:52 pm
- Forum: PSP Development
- Topic: Lighting with textured models
- Replies: 4
- Views: 2158
hmm
try, changing GU_ADD in your blendfunc def... to something else, testing here with GU_MIN give best results
/lee
try, changing GU_ADD in your blendfunc def... to something else, testing here with GU_MIN give best results
Code: Select all
sceGuBlendFunc(GU_MIN, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
- Fri Oct 07, 2005 10:14 am
- Forum: PSP Development
- Topic: Lighting with textured models
- Replies: 4
- Views: 2158
- Wed May 11, 2005 9:10 am
- Forum: General Discussion
- Topic: New infromation unsure if its allowed here
- Replies: 14
- Views: 9826