Search found 14 matches
- Tue Sep 05, 2006 3:29 pm
- Forum: PSP Development
- Topic: Cross, Dot GUm functions
- Replies: 6
- Views: 2481
you could write your vector class so it can handle operations on batches of data though I don't know about the vector class, but will be useful for the matrix class, but on the other hand doesn't the gum library has that already (multiplication of matrices, etc)? Anyway. thanks for the quick replys...
- Mon Sep 04, 2006 11:37 am
- Forum: PSP Development
- Topic: Cross, Dot GUm functions
- Replies: 6
- Views: 2481
Actually, I was just looking at my vec3 class and was thinking if those functions were hardware accelarated, switch my own with them. gumCrossProduct() and gumDotProduct() are there for convenience, if you intend to use them in a larger set of data I recommend that you use vdot.p/t/q or vcrs.t direc...
- Sat Sep 02, 2006 7:43 am
- Forum: PSP Development
- Topic: Cross, Dot GUm functions
- Replies: 6
- Views: 2481
Cross, Dot GUm functions
A quick question, are the gumCrossProduct & gumDotProduct functions from the pspgum library, hardware accelerated?
- Mon Aug 14, 2006 10:41 am
- Forum: PSP Development
- Topic: ASM in C program? Include it externally? Some info plz?
- Replies: 27
- Views: 19991
Assembly still has a place, but it is usually inline a C/C++ program or in demo scene! Usually after you finish debugging and you are near release version, you can start optimize your code by replacing often used functions with assembly. Of course you do that after u have checked how you compiler co...
- Sat Jul 29, 2006 2:19 am
- Forum: PSP Development
- Topic: big triangles with gu
- Replies: 17
- Views: 9714
No, nothing THAT big, actually not bigger that 4-5 units! Its just the fact that as you hover the camera around, sometimes 2 points of the triangle (the half of the floor in my case) will be outside the frustum and so you will be seeing the background color instead of the floor. But it doesn't matte...
- Fri Jul 28, 2006 12:43 pm
- Forum: PSP Development
- Topic: Forcing shutdown of PSP via crash... What way is quickest?
- Replies: 5
- Views: 2430
- Fri Jul 28, 2006 11:29 am
- Forum: PSP Development
- Topic: big triangles with gu
- Replies: 17
- Views: 9714
I know that the subject has been beaten to death - but I am having the same problem. Large triangles, gets clipped off if 2 or more points of the triangle are off the screen. The thing is, I disabled CLIP_PLANES and SCISSOR_TEST, but still gets clipped. Is that normal behaviour ( I thought by disabl...
- Wed Jul 26, 2006 10:56 am
- Forum: Help Wanted Requests
- Topic: 7 Raven Studios Co. Ltd , looking for PSP/DS Programmers
- Replies: 4
- Views: 6251
- Tue Jul 25, 2006 11:48 am
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 4990
You are already my personal hero!
The now updated tutorial 8 thanks to you!
ps: I didnt know what to say, so I just wrote Raphael from ps2dev.org..
The now updated tutorial 8 thanks to you!
ps: I didnt know what to say, so I just wrote Raphael from ps2dev.org..
- Tue Jul 25, 2006 10:57 am
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 4990
- Tue Jul 25, 2006 4:38 am
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 4990
Thanks a lot Raphael, I will try once more, to see if it actually worths the hassle to move the textures to video memory (if the speed is not increased dramatically I see no point..). Although its always useful to keep your most used texture maps (of your main character example) somewhere fast! Just...
- Sun Jul 23, 2006 1:41 pm
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 4990
I am still not sure what exacly this function does, I suppose that somehow it moves the data to the video memory, but I didn't see any difference in speed! In my head I imagined that it would create a new allocation in video memory and would copy the data there and so you would be able to free the d...
- Sun Jul 23, 2006 10:26 am
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 4990
- Sat Jul 22, 2006 11:13 am
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 4990
[Solved] Textures to VRAM
Hello! I 've have started porting NeHe's Tutorials for the PSPGU and was wondering of how can I assign a texture to the VRAM? I made a search but no similar posts appeared (if there is one already, i am sorry, but didn't find it..) If you are interested about the tutorials (and with it the code I us...