Search found 288 matches
- Mon Nov 26, 2007 8:12 pm
- Forum: PSP Development
- Topic: .obj loader
- Replies: 13
- Views: 5939
Re: Re
Ghoti: 1: i use -1 because when i was counting the number of faces, I would always get one more than their really is. so i set it to -1 and its worked fine. This will probebly be due to that the last line in the file will be read twice. I had this problem also. I first solved it by including anothe...
- Mon Nov 26, 2007 6:05 am
- Forum: PSP Development
- Topic: .obj loader
- Replies: 13
- Views: 5939
few things: 1.) why start the faces with -1? 2.) It looks like that you save the vertices the same order that you read them in model->verts and try to render those, you do not seem to use the faces. You should save the vertexnumbers belong to the faces and those in order so the first three in verts ...
- Mon Nov 26, 2007 5:00 am
- Forum: PSP Development
- Topic: .obj loader
- Replies: 13
- Views: 5939
- Sun Nov 25, 2007 5:33 am
- Forum: PSP Development
- Topic: Blending hell... (changing transparency)
- Replies: 2
- Views: 2212
- Sun Nov 25, 2007 3:58 am
- Forum: PSP Development
- Topic: Blending hell... (changing transparency)
- Replies: 2
- Views: 2212
Blending hell... (changing transparency)
Hi folks, I have this trianglestrip which is constructed with 4 vertices. No I want to fade out that trianglestrip which has a texture on it. I can fade in and out trianglestrips without textures on it but as soon as I use textures it does not work anymore. Now here is the code I try to use: int Gra...
- Fri Nov 23, 2007 2:51 am
- Forum: PSP Development
- Topic: Thread calling function from class problem
- Replies: 8
- Views: 3609
but what I do not understand is why, why does it need the args and argp? why does it have to be an int as return value ? Because that's the definition of a thread entry function, same as the main program entry function main( ... ). Is there a non kernel function for creating and using thread by the...
- Fri Nov 23, 2007 2:36 am
- Forum: PSP Development
- Topic: Thread calling function from class problem
- Replies: 8
- Views: 3609
- Fri Nov 23, 2007 1:59 am
- Forum: PSP Development
- Topic: Thread calling function from class problem
- Replies: 8
- Views: 3609
Thread calling function from class problem
Hi folks, I am trying to create a simple loadingscreen function. I do it with the sceKernelCreateThread function which create the loading sequence rendering code while the main thread remains loading up models/pictures/variable/files etc.... anyway... that was the idea :) As in the past I have some ...
- Fri Nov 02, 2007 4:49 am
- Forum: PSP Development
- Topic: Analog joystick
- Replies: 3
- Views: 2081
Hi I have some info on it in my controls tutorial:
http://www.ghoti.nl/PSPtutorialm5.php
hope it helps
P.S. don't forget to look at the tips section, it covers how the analog stick works and some nice info to use it without problems :)
http://www.ghoti.nl/PSPtutorialm5.php
hope it helps
P.S. don't forget to look at the tips section, it covers how the analog stick works and some nice info to use it without problems :)
- Tue Oct 23, 2007 6:51 pm
- Forum: PSP Development
- Topic: Bezier surface (sceGumDrawBezier())
- Replies: 2
- Views: 1862
Okay so in that case it is clear that the nine point field I commented out does not work. However as far as I can tell the four pointfiel should. (or is there a minimum?) 1----2 | | | | 0----3 This is how I create the 2x2 bezier patch, it should work as far as I know. Do you know what I am doing wro...
- Tue Oct 23, 2007 6:47 am
- Forum: PSP Development
- Topic: Bezier surface (sceGumDrawBezier())
- Replies: 2
- Views: 1862
Bezier surface (sceGumDrawBezier())
Hi folks, I was trying to get a bezier surface rendered but I am in need of extra documentation or help. Since I use the gum matrix function and render functions I also wanted to use the gum version of the bezier function. here is what I have: int GraphicsObject::RenderExampleBezier&...
- Tue Oct 09, 2007 6:14 am
- Forum: PSP Development
- Topic: What has changed in coding for the newer firmwares ?
- Replies: 29
- Views: 34722
- Tue Oct 09, 2007 4:00 am
- Forum: PSP Development
- Topic: What has changed in coding for the newer firmwares ?
- Replies: 29
- Views: 34722
- Tue Oct 09, 2007 12:46 am
- Forum: PSP Development
- Topic: What has changed in coding for the newer firmwares ?
- Replies: 29
- Views: 34722
What has changed in coding for the newer firmwares ?
Hi folks, I have created some code and some games for the 1.5 firmwares, that code just works fine onwards to the OE versions (tested up to 3.02 OE) however code that works fine does not work correctly anymore on m33, since I do not want to upgrade to that firmware I am stuck with this problem. Can ...
- Sat Sep 29, 2007 2:25 am
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
- Thu Sep 27, 2007 7:06 am
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
- Thu Sep 27, 2007 4:09 am
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
- Sun Sep 23, 2007 4:37 am
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
- Sat Sep 22, 2007 11:46 pm
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
- Sat Sep 22, 2007 10:41 pm
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
- Sat Sep 22, 2007 10:08 pm
- Forum: PSP Development
- Topic: using gummatrices instead of own matrices (no rendering)
- Replies: 10
- Views: 5058
using gummatrices instead of own matrices (no rendering)
Hi folks, I have made some stuff with using my own matrices. Now I want to create the same things only with the sceGum matrix functions. So i thought i will make a small example of it but I just can't seem to get it to work :s It renders nothing (what I can see on the screen) hope that you guys can ...
- Wed Sep 12, 2007 9:34 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19203
- Sat Sep 08, 2007 11:13 pm
- Forum: PSP Development
- Topic: streaming mp3 :)
- Replies: 25
- Views: 8545
- Sat Sep 08, 2007 6:16 pm
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19203
@tacoSunday: Well first what did the trick, first I discovered that the position used the previous model matrix so when I use an identity matrix for the particles the were exactly on the place I wanted them. There was only one problem left, The camera matrix was the same all the time. This was actua...
- Sat Sep 08, 2007 12:42 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19203
Hi, IT WORKS !!!! the particles are now always facing the camera :) whiehieeee!!! thank you guys for your help Vincent_M: Yes I have set the projection now with the loading of the level and that works so that is some speed increase :D thanks for that. I'll look into the other optimizations also, tha...
- Fri Sep 07, 2007 10:34 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19203
@tacoSunday: sprites work now also but very incorrect, I see color but that is everything. You said that the trianglestrip need to be called every time but when I do not i get this behaviour (with depth writing on): http://www.ghoti.nl/test/scshot.jpg It looks as if the quads are rendered without a ...
- Fri Sep 07, 2007 4:37 am
- Forum: PSP Development
- Topic: sceGuDisable depth write
- Replies: 2
- Views: 2077
- Thu Sep 06, 2007 9:37 am
- Forum: PSP Development
- Topic: sceGuDisable depth write
- Replies: 2
- Views: 2077
sceGuDisable depth write
Hi folks,
can you disable the depth write, i want to enable the test but disable the write, is this posible ?
can you disable the depth write, i want to enable the test but disable the write, is this posible ?
- Thu Sep 06, 2007 12:44 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19203
Hiya, @tacoSunday: I have tried to alter the camera to the code you provided but It is no use :(, When I change it the camera functions no longer how it should. It does not follow the player anymore. HEY i found something out... If I use 0.0f, 0.0f, 0.0f as the base position for the particlesystem t...
- Wed Sep 05, 2007 6:18 am
- Forum: PSP Development
- Topic: Update and render large number of triangles
- Replies: 40
- Views: 19203