Search found 4 matches
- Thu Feb 23, 2006 5:29 pm
- Forum: PSP Development
- Topic: PSP - Graphics Article Prequel
- Replies: 4
- Views: 2835
PSP - Graphics Article Prequel
So, today I finished my PSP Graphics Engine. It's a very simple thing coded for a 'last minute' PSP project. It's not terribly full featured (yet, it's only 2 weeks old), but I've written a dozen engines (graphics or otherwise) for nearly every modern platform under the sun, and this engine will gro...
- Thu Feb 09, 2006 3:51 am
- Forum: PSP Development
- Topic: Need some help regarding CLUT texture mode
- Replies: 8
- Views: 3000
Raphael = (Now I wonder why it still works, at least the latter, since I use 16bit palette entries and have 16 entries, so there should be 2*16 = 32byte / 8 = 4 'entries' submitted, however I call it with 16/8 = 2?) I am not sure how you are getting the math you're using? :) 32bytes is 1 'entry' to ...
- Wed Feb 08, 2006 7:48 pm
- Forum: PSP Development
- Topic: Need some help regarding CLUT texture mode
- Replies: 8
- Views: 3000
Methods...
I forgot to say much about how I determined most of this stuff... First, when you load an 8bit image with a perfectly valid palette, and get _nothing_, you get creative :) I setup my Palette loaded to fill the palette with a fully opaque color per entry, where the reds go up (0->255), and the blues ...
- Wed Feb 08, 2006 7:18 pm
- Forum: PSP Development
- Topic: Need some help regarding CLUT texture mode
- Replies: 8
- Views: 3000
Various Palette/CLUT Notes...
First, the ClutMode command's 3rd param isn't unknown... as the docs I last saw stated... none of them are. Here's the documentation as I am aware of it... sceGuClutMode(CLUTFORMAT, shift, mask, startentry); This means you could load an 8Bit Indexed Texture, but with some calls use only the top 4 bi...