ector, Using DXT1 was the goal (at least so save VRAM) but seems there si a bug somewhere in PSPTex or GU as the result is totally ugly.... which shouldn't be the case. I succeeded in tuning the stuff by manually setting the lod slope to have better performance using DXT5 textures but definitively u...
I just tested NVDIA DXT tools (http://udn.epicgames.com/pub/Content/TextureSpecifications/DXT_TOOLS.zip) and I generated the same texture in DXT1c and DXT5 and there is no "easy-seeing' quality difference... So I guess there is a bug somewhere... I hope that's in your compressor :D By the way, ...
by the way... is there a loss of quality implied with DXT1 textures ?
DXT5 textures are perfect but DXT1 is totally ugly (visible pixel blocks) whatever the LOD level
Hello folks... I wonder how the GU should be set to handle a DXT texture with mipmap. Using a 1 level (no mipmap) DXT texture works, using normal 8888 textures at different size and setttign the mipmap levels works but I did not find how to set the different mipmaps textuers for 1 DXT.. What I mean ...
I can suggest another patch I have added, create the threads in user mode explicitely else, in case your main app is running in kernel mode, the audio threads will be in kernel mode too, that means :
- harder to kill
- no sound output in psplink
Wow what a quick analysis :D Update. I think it is in some way related to psplink as doing an apihook when running it from ms doesn't exhibit this issue. Ill look further. That's what makes me wonder too where the problem is.... but for some other loading data from host works.... maybe libpng uses a...
Sorry for the delay (and interrupting this GDB discussion...) So here is a piece of code to demonstrate the issue between PSPLINK and LIBPNG (I tried various pieces of code, some by urchin... same result) while loading a PNG from host, this step fails (works well from ms0) : // block to handle libpn...
This is the patch I propose... #ifdef F_sceGumLookAt_vfpu void sceGumLookAt(ScePspFVector3* eye, ScePspFVector3* center, ScePspFVector3* up) { ScePspFMatrix4* t = GUM_ALIGNED_MATRIX(); ScePspFVector3 forward, side, lup,ieye; forward.x = center->x - eye->x; fo...
Sorry for the dealy, some other stuff to code :D so I dumped the matrcies using CORE & VFPU impl for gum, here are the results : CORE Dump matrix : Mode [0.000 0.000 0.000 0.000] [0.000 0.000 0.000 0.000] [0.000 0.000 0.000 0.000] [...
Disabling the built-in implicit rules seems to work (should be finished in 1 or 2 hours) even if I have no clue of the consequences of those non used rules...
Arrrrgh latest toolchain canot be compiled on mac OSX... Due to binutils 2.16.1 and an issue with apple make : gcc -g -O2 -c -o flat_bl.o ../../gprof/flat_bl.m ../../gprof/flat_bl.m:2: error: parse error before '%' token make[3]: *** [flat_bl.o...
So based on great urchin's discoveries and libusb distrib, I played with psplink/usbhost for a few hours... Basically it works perfectly with some limitations : - fread freezes after some calls, use sceIoRead instead - impossible to load a PNG from host: if ( setjmp( pPngStruct->jmpb...
no crash, only a black screen. So something got wrong but no bus error or something like that, the GU seems to refuse the stuff. For the moment I have recopied the "generic" gumLookAt => pspGumLookAt) with some matrix store/load : sceGumMatrixMode(GU_VIEW); sceGumLoadIdenti...
Ep Tyranid, I add to modify a few stuff to get the gost drivers compiling on Mac OSX (PowerPC) : #include <netdb.h> #define SOL_TCP getprotobyname("TCP")->p_proto /* SOL_TCP and SOL_IP undefined */ To get PCTERM compiling I had to add <string.h> and remove the references to...
When I use sceGumLookAt(), it works with the core impl, but black screen when the VFPU handles it. (other sceGum* work well) Was the VFPU implementation tested ? #ifdef F_sceGumLookAt_vfpu void sceGumLookAt(ScePspFVector3* eye, ScePspFVector3* center, ScePspFVector3* up) { S...
Thx Oobles ! Yep I helped those TRSI PSP newbies (Ayatollah, Mike, Steve, h2o) :D Here are the links : http://breakpoint.i2knet.de/2006/Console_Real_Wild/trsi_bm_psp.zip http://breakpoint.gwendoline.at/2006/Console_Real_Wild/trsi_bm_psp.zip http://breakpoint.untergrund.net/releases/2006/Console_Real...
Hum, yep extracting the ELF from the archive may be slow... Why not writing our own process ? The PBP archive can contains only a tiny loader which loadExec something called EBOOT.ELF or whatever located in the same directory ? EBOOT.ELF should be, obviously, the homebrew stuff to run. Those EBOOT.P...
Look at Titan Hombrew Manager, released by McZonk for the Neoflash compo. It downloads PSP apps from a website and copy them thru wifi/cURL to the MS. That's a nice idea, unfortunately the 802.11b is quite "slow" (~220Kb/s), be patient if you want to download movies or music to the ms. But...