Search found 21 matches

by Grom
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...
by Grom
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...
by Grom
Tue Nov 15, 2005 6:22 pm
Forum: PSP Development
Topic: SVN PSPGL updated
Replies: 18
Views: 7011

Dev-Express wrote:Haven't you missed the pointer in this call ?

glTexCoordPointer( 2, GL_FLOAT, sizeof(SMapVertex), &layer.pVertices->tex.x );

Try this...
thanks, but I missed an '&' while posting the code. In project it is where it has to be.
by Grom
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...
by Grom
Mon Nov 07, 2005 9:59 pm
Forum: PSP Development
Topic: SVN PSPGL updated
Replies: 18
Views: 7011

..And it seems that unmount works improperly in cygwin. make install compiles and copies bezier to my PSP then fails: while [ ! -d /cygdrive/e/psp/game ]; do mount /cygdrive/e; sleep 1; done PSP_MOUNTDIR=/cygdrive/e \ ../tools/psp-install --psp-revision=1.50 bezier.elf \ --eboot-titl...
by Grom
Mon Nov 07, 2005 9:25 pm
Forum: PSP Development
Topic: SVN PSPGL updated
Replies: 18
Views: 7011

Thanks, rinco! It works now. I think, somebody have to upgrade http://wiki.ps2dev.org/psp:programming_faq and write there about Imagemagick in cygwin installation. I also found a problem - tests failed to compile because there is no .deps directory in ./tests. I added an empty ".deps" dir ...
by Grom
Mon Nov 07, 2005 7:51 pm
Forum: PSP Development
Topic: SVN PSPGL updated
Replies: 18
Views: 7011

You're using a "convert" tool to convert images in samples. But I have no such tool in my WinXP/cygwin system.
I'm not a unix guru, please tell me how to install this tool.
by Grom
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 ...
by Grom
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 ...
by Grom
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?
by Grom
Wed Nov 02, 2005 3:58 am
Forum: PSP Development
Topic: DXT textures?
Replies: 18
Views: 5585

When I was triyng to set up it as 5, app just hangs,
then I searched in google and found same func doc for opengl ES. they mentioned in doc that mipmap number should be negative!
by Grom
Wed Nov 02, 2005 1:25 am
Forum: PSP Development
Topic: DXT textures?
Replies: 18
Views: 5585

jsgf, As wrote before, I'm using 128x128 texture I tried to use it in DXT1 format. And I found 2 problems: * It looks shifted exactly on 0.5 by t coordinate. * When I set up right mipmap level (level=-5), it failes My function call looks like this: GLCHK&#40;glCompressedTexImage2D&#40;GL_TEX...
by Grom
Tue Nov 01, 2005 1:03 am
Forum: PSP Development
Topic: DXT textures?
Replies: 18
Views: 5585

Does anybody use compressed textures with PSPgl?

Am i right that one can use original DXT* compressed textures and PSPgl will make all the things needed for hardware?
by Grom
Tue Nov 01, 2005 12:14 am
Forum: PSP Development
Topic: PSP restrictions & possibilites in numbers
Replies: 8
Views: 3317

I have interesting problem. Bezier patches a good for heightfield terrain. But how to calculate a height at this landscape? My tank now sometimes fly over landscape and sometimes running beneath it. There is also another problem: PSPglreport an error here: glEnable&#40;GL_DEPTH_TEST&#41; glC...
by Grom
Mon Oct 31, 2005 5:41 am
Forum: PSP Development
Topic: DXT textures?
Replies: 18
Views: 5585

This is good news that I can use compressed textures in PSP.
Is it possible to use them from PSPGL?

If you have any working sample with compressed textures - please give it to me.
by Grom
Mon Oct 31, 2005 5:15 am
Forum: PSP Development
Topic: PSP restrictions & possibilites in numbers
Replies: 8
Views: 3317

-- posted 2 times by a mistake --
please,delete this message
by Grom
Mon Oct 31, 2005 5:12 am
Forum: PSP Development
Topic: PSP restrictions & possibilites in numbers
Replies: 8
Views: 3317

OK, I will try to make my best on the PSP. I will report here about my achievements. I also ask you to post here your own info and tricks about PSP possibilities.
by Grom
Sun Oct 30, 2005 4:26 am
Forum: PSP Development
Topic: ODEPsp (Alternate Version)
Replies: 11
Views: 9637

Great work!
I will test it at monday! ODE isn't a best physics engine but it works!!

thanks.
by Grom
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 ...
by Grom
Sat Oct 29, 2005 1:14 am
Forum: PSP Development
Topic: ODE in ps2dev.org svn compilation error
Replies: 7
Views: 2069

It gives the same error on my system.
(Windows XP, cygwin)
by Grom
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...