Search found 21 matches
- Wed Nov 16, 2005 11:51 pm
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
That fragment looks OK to me. Are any of the calls failing (setting the GL error code)? What does happen? Does it look OK except the alpha modulation isn't happening, or is it something else? What texture format(s) are you using? Are your vertex colours set to (255,255,255,alpha), or (alpha,alpha,a...
- Tue Nov 15, 2005 6:22 pm
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
Re: SVN PSPGL updated
cant seem to compile the makefile in the pspgl/test directory. convert firefox.png rgba:firefox.raw (sym=`echo firefox | tr '-' '_'`; \ echo -e ".data\n.global ${sym}_start\n${sym}_start:\n\t.incbin "firefox.raw"" | psp...
- Tue Nov 15, 2005 6:22 pm
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
- Tue Nov 15, 2005 2:27 am
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
We're trying to render a terrain with texture splatting. And following code doesn't work. We need to modulate alpha values from texture with alpha values given in vertexes. Then to blend polygons with framebuffer using that alpha value. What are we doing wrong? We're using latest pspgl from svn repo...
- Mon Nov 07, 2005 9:59 pm
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
- Mon Nov 07, 2005 9:25 pm
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
- Mon Nov 07, 2005 7:51 pm
- Forum: PSP Development
- Topic: SVN PSPGL updated
- Replies: 18
- Views: 7011
- Thu Nov 03, 2005 6:31 pm
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
Ah, OK. That's an overloaded meaning for level. If level >= 0, then you're loading a texture for a specific mipmap level. If level < 0, then you're loading a bunch of mipmap levels all together. PSPGL doesn't support this usage; just call glCompressedTexImage2D N times to load N mipmap levels. You ...
- Wed Nov 02, 2005 8:07 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
Ah, OK. That's an overloaded meaning for level. If level >= 0, then you're loading a texture for a specific mipmap level. If level < 0, then you're loading a bunch of mipmap levels all together. PSPGL doesn't support this usage; just call glCompressedTexImage2D N times to load N mipmap levels. You ...
- Wed Nov 02, 2005 4:44 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
I get info from here
So what can you say about t bias? Maybe some info will help to you or maybe I should try to modify a texture somehow?
So what can you say about t bias? Maybe some info will help to you or maybe I should try to modify a texture somehow?
- Wed Nov 02, 2005 3:58 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
- Wed Nov 02, 2005 1:25 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
- Tue Nov 01, 2005 1:03 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
- Tue Nov 01, 2005 12:14 am
- Forum: PSP Development
- Topic: PSP restrictions & possibilites in numbers
- Replies: 8
- Views: 3317
- Mon Oct 31, 2005 5:41 am
- Forum: PSP Development
- Topic: DXT textures?
- Replies: 18
- Views: 5585
- Mon Oct 31, 2005 5:15 am
- Forum: PSP Development
- Topic: PSP restrictions & possibilites in numbers
- Replies: 8
- Views: 3317
- Mon Oct 31, 2005 5:12 am
- Forum: PSP Development
- Topic: PSP restrictions & possibilites in numbers
- Replies: 8
- Views: 3317
- Sun Oct 30, 2005 4:26 am
- Forum: PSP Development
- Topic: ODEPsp (Alternate Version)
- Replies: 11
- Views: 9637
- Sun Oct 30, 2005 4:06 am
- Forum: PSP Development
- Topic: PSP restrictions & possibilites in numbers
- Replies: 8
- Views: 3317
I'm using a vertex array. It is compiled. My model is an indexed mesh with 410 faces and about 500 vertices and I draw it as tris. Texture is a raw 128x128 RGB file withour mipmaps. There is only one directional light. So new questions here: Will mipmaps increase speed of rendering? Do you have any ...
- Sat Oct 29, 2005 1:14 am
- Forum: PSP Development
- Topic: ODE in ps2dev.org svn compilation error
- Replies: 7
- Views: 2069
- Sat Oct 29, 2005 1:12 am
- Forum: PSP Development
- Topic: PSP restrictions & possibilites in numbers
- Replies: 8
- Views: 3317
PSP restrictions & possibilites in numbers
Hi, guys At first, thanks for a great work - PSPSDK. I'm playing with it now. My job is to determine the performance of PSP to make 3D games. At this time, I found that I can draw ~30K of textured lit triangles at 20 fps. Is it a limit or I can draw more triangles at 20 fps? I'm using Holger's PSPgl...