Search found 9 matches
- Sun May 21, 2006 5:53 pm
- Forum: PS3 Development
- Topic: PS3 to support homebrew
- Replies: 8
- Views: 7514
- Thu Dec 01, 2005 3:23 am
- Forum: PSP Development
- Topic: PatchNID function
- Replies: 5
- Views: 3217
I have compiled the example but I am having trouble getting it to work, could you post a slightly more detailed example? I'm not sure if I'm getting the loading of the module bit correct. When I run the program it never finds the NID. I got the NIDs from here Any help would be appreciated. Thanks in...
- Tue Oct 04, 2005 4:08 pm
- Forum: PSP Development
- Topic: PSP Flower 1.0
- Replies: 37
- Views: 23117
- Thu Sep 01, 2005 5:26 pm
- Forum: PSP Development
- Topic: PSPInside v0.9p
- Replies: 9
- Views: 5124
- Thu Sep 01, 2005 6:41 am
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 9671
- Wed Aug 31, 2005 8:11 pm
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 9671
boohoo, I'm still camping around with this problem. I tried Panajev's function also, but basically it does the same as chp's one. To clarify a little, I have redrawn the result of what I get when I swizzle my textures. It looks like [this] , but it's supposed to look like [this] . (yes, a white rect...
- Tue Aug 23, 2005 7:40 pm
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 9671
NOBODY has an idea what I am doing wrong here? Furthermore, I have looked through the PSPWARE SVN directory to see if any of the projects used texture swizzling.. but NONE of them does. Why?? Am I the only person experiencing heavy frame tearing when copying a 480x272 texture a few times every secon...
- Mon Aug 22, 2005 2:37 am
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 9671
- Mon Aug 22, 2005 12:22 am
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 9671
Confusion about GU Texture swizzling
Hi, I need to get some things straight I guess. Today I have been busy porting my 2D GFX functions to use the GU instead of writing directly to VRAM (and use a doublebuffer technique). as example I took the "blit" demo from the PSPSDK samples directory. This one renders a flat 480x272 text...