I have written a sample that show the behavior of integer drawing in 3d mode.
http://svn.ps2dev.org/filedetails.php?r ... rev=0&sc=0
Search found 35 matches
- Sun Oct 07, 2007 11:14 pm
- Forum: PSP Development
- Topic: GU_TRANSFORM_3D + GU_VERTEX_16BIT = nothing drawn?
- Replies: 5
- Views: 1951
- Sun Jan 29, 2006 12:19 am
- Forum: PSP Development
- Topic: Sony PSP OSK
- Replies: 6
- Views: 5330
Sony PSP OSK
After some testing I can init the internal osk.
I have not idea about the most fields but it works. You can improve it and add to the sdk.
http://zcom.sytes.net/tee/tutorials/psposk/psposk.zip
I have not idea about the most fields but it works. You can improve it and add to the sdk.
http://zcom.sytes.net/tee/tutorials/psposk/psposk.zip
- Fri Dec 23, 2005 11:49 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
I finally made a tutorial for cel shading on the psp with full source included.
Have fun with it.
http://zcom.sytes.net/tee/celshading/ce ... torial.zip
Perhaps chp could add it to the samples.
Have fun with it.
http://zcom.sytes.net/tee/celshading/ce ... torial.zip
Perhaps chp could add it to the samples.
- Sat Dec 03, 2005 9:58 pm
- Forum: PSP Development
- Topic: PSP Flash Chip Facts: The Good, the Bad and the Ugly
- Replies: 194
- Views: 170596
PSP Flash Chip Facts: The Good, the Bad and the Ugly
http://www.teamemergencyexit.com/twoflash/flash-small.jpg With the help of some university lecturer I have removed the flash chip from a psp board. Neither the board nor the chip are damaged. My idea is to build a PSP with 2 flash roms. If I brick one, I can restore it with other one. Everybody how...
- Fri Nov 25, 2005 5:34 pm
- Forum: PSP Development
- Topic: psphrpm.h Error - Change u32 with unsigned int
- Replies: 5
- Views: 2255
- Fri Nov 25, 2005 3:23 am
- Forum: PSP Development
- Topic: psphrpm.h Error - Change u32 with unsigned int
- Replies: 5
- Views: 2255
psphrpm.h Error - Change u32 with unsigned int
The typedef u32 doesn't exist on all platforms. Please change the declaration in psphrpm.h form u32 to unsigned int.
- Thu Sep 29, 2005 7:40 pm
- Forum: PSP Development
- Topic: constant values for time() and clock()
- Replies: 1
- Views: 1144
constant values for time() and clock()
I'm not sure what I'm doing wrong, but I get constant values for clock() and time(); SetupCallbacks(); pspDebugScreenInit(); do { pspDebugScreenSetXY(0, 0); pspDebugScreenPrintf("T:%d C:%d", time(0&...
- Wed Sep 07, 2005 8:58 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
Sorry, last days I had a lot of stress. Here is the first implementation of glReadPixels.c . I don't know about getting the pointer to the framebuffer, depthbuffer and stencilbuffer with OpenGL. So someone has to fix it. The version compiles but it is untestet. This version is only for quake 3. No d...
- Thu Aug 25, 2005 6:00 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
- Thu Aug 25, 2005 3:22 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
Okey, I looked again at pspgl and I like it. Perhaps it is really possible to write platform indepentend stuff. I'm at home this evening. So what can I do? Writing the missing pspgl functions? I think I can help with: glReadPixels (used for screenshots, I have written this my self in my quake versio...
- Thu Aug 25, 2005 1:04 am
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
- Wed Aug 24, 2005 4:54 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
- Wed Aug 24, 2005 4:09 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
Did you ever test to compile your version for the psp? I think there are a lot of issues. Perhaps I can help at this. My version has mapped all file stuff (FILE* and DIR*) to PSP functions. But there are two problems I haven't deal with yet. If I build Q3 for the PC I'll get 2libraries. One of them ...
- Wed Aug 24, 2005 3:39 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
- Tue Aug 23, 2005 9:27 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
Sorry, I cannot merge my data before Thursday or Friday when I'm back home. I'll work in another city during the week. What's the state of your version and where I can help? Still crashing at shader loading? I'll check out your version. I'm workingon mac too. So it should not produce problems with c...
- Tue Aug 23, 2005 8:54 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
- Tue Aug 23, 2005 4:46 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
PSP GU calls vs GL calls
I think the pspgu and opengl are to different for an effective wrapper. Even if both architectures are based on a state machine. The calls sceGuEnable vs glEnable are not critcal. But drawing polygons is. I looked at the pspgl port and I don't like it, even if I like OpenGL very much. But I also thi...
- Tue Aug 23, 2005 4:21 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
I like the rotation via R/L, I'll not change that. Everything else can be part of discussion. The celshading is pure gu based. I don't use software rendering. It would be to slow. The first demo with the teapot was over 1000 triangles. Could not make this in software. Here is a list of feature the n...
- Mon Aug 22, 2005 11:22 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22215
- Mon Aug 22, 2005 6:27 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
I don't know if Normal Mapping is possible. But I also wrote, that celshading is not possible two weeks before. Even if normal mapping is possible, it would be very very costly. I like Zelda, but the games live from the story. And I think my game won't have a story. But multiplayer. If we want have ...
- Mon Aug 22, 2005 3:19 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
RPG
I was thinking about making an RPG Role Playing Game. Nothing really special. Diablo 1 style with randomgenerated 3D Maps and some cool effects. Later Multiplayer support. With the help of some modellers I think we could make real fantastic game. But the next two weeks I'll work on other top secret ...
- Mon Aug 22, 2005 6:40 am
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
- Mon Aug 22, 2005 3:43 am
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
Sorry, big mistake. The programm tryed to load /PSP/GAME/modelviewer/female.md2
But this file exists only on my psp. Unfortunatly one the psps of the 2 people that should test the programm too.
Here is the new link:
http://www.psp-arena.de/mczonk/celshading.zip
But this file exists only on my psp. Unfortunatly one the psps of the 2 people that should test the programm too.
Here is the new link:
http://www.psp-arena.de/mczonk/celshading.zip
- Mon Aug 22, 2005 3:19 am
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
- Mon Aug 22, 2005 2:35 am
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
http://www.psp-arena.de/mczonk/celshading5.png So public beta is finished. I'm still having problems with textures. But I got animations from md2 models. Last time I only released screenshots and a video. This time I release a psp version. It's not perfect, but some people told me, that it was a fa...
- Sat Aug 20, 2005 2:45 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
Model-Viewer
I'm working on a Modelviewer but I'm not sure which formats I should support (3ds and md2) are supported at the moment. What else?
I would be very happy to get support of some 3d artists, because I have some nice ideas for demos :)
I would be very happy to get support of some 3d artists, because I have some nice ideas for demos :)
- Thu Aug 18, 2005 7:32 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
I added textures and md2 model (the teapot is 3ds) support. With textures it looks really spectecular now.
Here is a link to a video http://zcom.sytes.net/psp/celshading.mov
Here is a link to a video http://zcom.sytes.net/psp/celshading.mov
- Wed Aug 17, 2005 9:54 pm
- Forum: PSP Development
- Topic: Cel Shading
- Replies: 35
- Views: 35427
Cel Shading
I'm working on a Cel Shading Demo. Here is a Preview. Do you like it? I'll release it on the weekend.
If you want, I will release source code for a sample too. f the pspdev mods want have it.
- Sun Aug 14, 2005 11:02 pm
- Forum: PSP Development
- Topic: Shadow Volumes with Stencil Buffer
- Replies: 0
- Views: 2135
Shadow Volumes with Stencil Buffer
Finally I got it. I have realtime shadow volumes using the stencil buffer. http://www.psp-arena.de/mczonk/shadowvolumes.png It's not finished yet. But it works. I saw, that chp added the missing / corrected constants, i have figured out. So everybody could use this effect now. I will release the sou...
- Sat Aug 06, 2005 5:44 pm
- Forum: PSP Development
- Topic: Another issue with sinf cosf and sqrtf (External Lib)
- Replies: 2
- Views: 1592