Search found 17 matches
- Fri Jul 15, 2005 9:21 pm
- Forum: PSP Development
- Topic: Lighting with GU, specular and diffuse?
- Replies: 5
- Views: 2708
I've done a bit of experimenting and here are my results: On the light type register (0x5f on light 0) it seems bit 1 switches between specular and diffuse lighting (1 is specular, 0 is diffuse). Bit 8-9 changes the light direction somewhat, so I guess it changes point / directional / spot light or ...
- Fri Jul 15, 2005 7:35 pm
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 125685
- Fri Jul 15, 2005 7:40 am
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 125685
- Fri Jul 15, 2005 3:05 am
- Forum: PSP Development
- Topic: Lighting with GU, specular and diffuse?
- Replies: 5
- Views: 2708
Lighting with GU, specular and diffuse?
First of all, big thanks to chip for the outstanding work on libGU. I've been experimenting a bit with lighting, but I can't seem to get a light to be specular and diffuse at the same time. Is it possible? Basically, this code gives nice diffuse lighting: ScePspFVector3 lpos = { 5, 0, -20 &...
- Wed Jul 13, 2005 8:41 pm
- Forum: PSP Development
- Topic: New Function: sceGzipDecompress?
- Replies: 8
- Views: 3849
- Mon Jul 11, 2005 3:51 am
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 125685
So that it worked for me I had to change (KXDIR) by (TARGET) and (KXDUMMY) by (TARGET)%. Where is KXDIR and KXDUMMY supposed to be defined? I looked at the build.mak and it's not there. Am I missing something? No, you're absolutely right. They're defined in my suggested patch to build.mak, like thi...
- Thu Jul 07, 2005 3:19 am
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 125685
How to compile, link and transfer PSP programs from VS.NET
I just hacked together a way to run the psp toolchain under cygwin from inside visual studio.net. It includes converting gcc error messages to something visual studio can parse. If anyone comes up with a cleaner way to accomplish this it would be great, but at least this works. This assumes that the...
- Tue Jul 05, 2005 11:22 pm
- Forum: PSP Development
- Topic: Suggestion for improved build.mak script
- Replies: 3
- Views: 4206
Suggestion for improved build.mak script
Hi! I have made some changes to build.mak in pspsdk, for easier use on v1.5 psp. In the target kxploit I have changed the path names in order to hide the "corrupted data" entries in the vsh. I have added the target kx-install which installs the kx directories to the user specified PSP_MOUN...
- Fri Jun 17, 2005 5:13 am
- Forum: PSP Development
- Topic: UMD use instead of swap MS
- Replies: 36
- Views: 17710
- Thu Jun 16, 2005 12:48 am
- Forum: PSP Development
- Topic: Library function list
- Replies: 100
- Views: 83508
ThreadManForKernel: 0x278c0df5 sceKernelWaitThreadEnd sceSuspendForKernel: 0x98A1D061 sceKernelPowerRebootStart Edit 1, added some more: memlmd: 0x8BDB1A3E sceUtilsGetLoadModuleABLength ModuleMgrForKernel: 0xA6E8C1F5 sceKernelRebootPhaseForKernel UtilsForKernel: 0x78934841 sceKernelGzipDecompress Sy...
- Sat May 21, 2005 12:48 am
- Forum: PSP Development
- Topic: PSP Blue Screen of Death?
- Replies: 17
- Views: 8389
- Wed Jan 12, 2005 7:53 pm
- Forum: General Discussion
- Topic: NEW AT THIS NEED HELP WITH SOFTWARE AND ETC
- Replies: 5
- Views: 4210
If Oobles' post seems too complicated and long (chances are it does), then maybe Mr. Period could help?
- Thu Jan 06, 2005 10:11 am
- Forum: PS2 Development
- Topic: Newbie question about hard drives...
- Replies: 16
- Views: 8557
- Tue Jan 04, 2005 10:55 am
- Forum: PS2 Development
- Topic: padPortOpen failure
- Replies: 13
- Views: 4738
This sounds very much like the stack is unaligned, or rather not aligned strictly enough. A non-static local variable as well as a member variable in a local object are allocated by reserving space on the stack. If the stack for example is guaranteed to be 8 byte aligned then there is only a 1-in-8 ...
- Tue Nov 23, 2004 8:33 pm
- Forum: PS2 Development
- Topic: Proper C++ support in ee-gcc?
- Replies: 25
- Views: 19974
I am sorry if I was unclear. I didn't expect x to be destroyed when the function exits, but when the program exits. A global instance of Bar is destructed properly after main() with Stefan's fixes. x does never get destructed though. Please see this test program: #ifdef _EE #include <tamtypes.h> #in...
- Tue Nov 23, 2004 10:05 am
- Forum: PS2 Development
- Topic: Proper C++ support in ee-gcc?
- Replies: 25
- Views: 19974
- Wed Jul 21, 2004 9:39 am
- Forum: PS2 Development
- Topic: PS2SDK with C++ problem
- Replies: 2
- Views: 2392
I pulled my hair slightly before I found a solution to this. The problem is the link order of the libraries. When you link with ee-g++ it adds libstdc++ to the link automatically, but unfortunately in the wrong order. Link with ee-gcc instead and add libstdc++ manually before any other libraries in ...