Search found 306 matches
- Thu Nov 29, 2007 9:10 pm
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39051
Well, the big problem is that intraFont cannot detect when a glyph that is about to be overwritten has already been rendered by the GU, so you'd have to insert a preventive GU sync at that place, even though it might not be needed most of the time but still dragging execution speed of the applicati...
- Wed Nov 28, 2007 10:41 pm
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39051
- Fri Nov 09, 2007 5:42 am
- Forum: PSP Development
- Topic: What graphics operations work on system memory?
- Replies: 4
- Views: 4808
- Mon Oct 29, 2007 7:18 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 909504
- Wed Sep 26, 2007 6:26 pm
- Forum: PS2 Development
- Topic: I'm considering developing on PS2, but need more infos
- Replies: 10
- Views: 7490
- Sun Sep 23, 2007 3:21 am
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5020
- Sat Sep 22, 2007 11:16 pm
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5020
- Sat Sep 22, 2007 10:25 pm
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5020
- Fri Sep 14, 2007 5:44 pm
- Forum: PSP Development
- Topic: sceGuTexImage 4th parameter?
- Replies: 2
- Views: 2166
Parameter 2 is the texture width Parameter 4 is the texture buffer width. There's a big difference between the two... The second parameter is required to be a power of 2, and describes how to address inside the texture. Parameter 4 describes how the texture is layed out in memory, and is required to...
- Fri Sep 14, 2007 5:35 am
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4166
- Fri Sep 14, 2007 2:49 am
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4166
swizzle_fast() should be ok, considering that I wrote that code back in the day.. :) But you don't need to swizzle textures if you don't want to, but performance will suffer if you don't (and preferably you should use sceGuCopyImage() to copy the texture to VRAM before you use it, but that's only if...
- Thu Sep 13, 2007 11:55 pm
- Forum: PSP Development
- Topic: gl texture troubles
- Replies: 7
- Views: 4166
- Sat Sep 08, 2007 7:04 pm
- Forum: PSP Development
- Topic: sceGuGetMemory and data cache flushing
- Replies: 1
- Views: 1495
- Thu Sep 06, 2007 10:47 pm
- Forum: PSP Development
- Topic: [FIXED, rev 2310] sceGumScale problem -- **BUG in pspdsk**
- Replies: 6
- Views: 2974
- Thu Sep 06, 2007 7:22 pm
- Forum: PSP Development
- Topic: [FIXED, rev 2310] sceGumScale problem -- **BUG in pspdsk**
- Replies: 6
- Views: 2974
- Thu Aug 30, 2007 6:47 pm
- Forum: PSP Development
- Topic: GU questions about cachewriteback and other things...
- Replies: 3
- Views: 2470
If you're just writing to the vertexbuffer every time you should do your memory accesses uncached, which should give you much better performance than flushing the cache. You do this by ORing the pointer with 0x40000000. That makes sure that writes are pushed to memory directly and won't linger in th...
- Sun Aug 19, 2007 8:46 pm
- Forum: PS3 Development
- Topic: The first working ps3toolchain release!
- Replies: 177
- Views: 394238
- Wed Aug 15, 2007 1:32 am
- Forum: PSP Development
- Topic: Bug awareness - finding the address of arguments is a NoNo
- Replies: 6
- Views: 3571
- Tue Jul 31, 2007 12:59 am
- Forum: PSP Development
- Topic: Problem with linking FFMPEG's libraries
- Replies: 2
- Views: 2174
Either order your libraries properly (gcc ld will only find symbols imported from libs earlier in the linking process, so -la -lb isn't the same as -lb -la), or you can group all your libs like this: gcc -o executable.elf -Wl,--start-group -lone -ltwo -lthree -Wl,--end-group That will tell the linke...
- Mon Jul 30, 2007 6:14 pm
- Forum: PS2 Development
- Topic: fseek returns offset upon success instead of 0
- Replies: 5
- Views: 4586
- Sat Jul 21, 2007 9:22 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 33027
- Sat Jul 14, 2007 3:21 am
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 33027
The question is why it is not looking up the directories relative to the gcc executable. I have used the cygwin-build without issues with no cygwin-installation (just a few dlls in the correct location), but from what I can see in procmon it does not even try to look at the relative paths... As a te...
- Fri Jul 13, 2007 9:32 am
- Forum: PS2 Development
- Topic: New crt0.s for ps2sdk
- Replies: 1
- Views: 2107
New crt0.s for ps2sdk
I started looking at updating some of the ps2sdk and increasing general code quality. I started with updating the newlib-patch from 1.10.0 to 1.15.0 (still testing it, wait a few days) and also updating the custom ps2 code in there... While doing that I noticed that the crt0.s in there really, reall...
- Mon Jul 09, 2007 9:06 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 33027
To get it building under Vista (x86, haven't tested x64), you need to do a few things: First, you need to use candidate instead of current for reasons that come later. If you have installed with current, uninstall and install again with candidate, and follow Lukasz's instructions as normal. Then, do...
- Thu May 24, 2007 9:14 pm
- Forum: PS2 Development
- Topic: How to use DXT1 texture in PS2?
- Replies: 3
- Views: 2935
- Thu May 24, 2007 8:59 pm
- Forum: PS2 Development
- Topic: How to use DXT1 texture in PS2?
- Replies: 3
- Views: 2935
Decoding DXT is a bit too much for the GS. It can do it, but you will need to derive it yourself (it's a lot of passes since there is no hardware functionality), and in the end the cost of decoding is not worth it. There are alternatives though: * Use 4-bit CLUT whenever you can, then you get the co...
- Wed May 16, 2007 8:42 am
- Forum: PSP Development
- Topic: whats the psp sdk graphics api like
- Replies: 8
- Views: 4022
- Mon May 14, 2007 11:43 pm
- Forum: PSP Development
- Topic: whats the psp sdk graphics api like
- Replies: 8
- Views: 4022
First, you do no initialization of the GU system at all, so calling sceGuSwapBuffers() will have undefined behaviour. Look at the PSPSDK samples how to start the GU library. If you don't want to use that library, use the proper methods in pspdisplay to flip buffers instead. Second, you do no yieldin...
- Fri May 11, 2007 7:30 am
- Forum: PS2 Development
- Topic: Calling vsprintf() from IOP
- Replies: 1
- Views: 3469
- Sun May 06, 2007 8:04 pm
- Forum: PSP Development
- Topic: Texture padding is showing and alpha images get blurry
- Replies: 1
- Views: 3076
1) Since non-pow2 textures is done by abusing the system a little bit (by setting them up as a bigger texture than they really are), you cannot use wrapping with these textures, you would have to split them at UV borders to safely wrap them around. 2) Are you sure you're not offsetting incorrectly i...