Search found 24 matches

by onne
Tue Jul 10, 2007 9:51 am
Forum: PSP Development
Topic: VFPU Rendering engine (for fragment processing)
Replies: 10
Views: 6302

ah... I forgot to group those. Thanks! Although I did not know about RAW... interesting. It seems I should upload it to some svn... updating the zip starts to get me. heh. What still bothers me are the artifacts in the scanline. I'm not quite sure where those come from. Oh, and hlide.. I have this p...
by onne
Sun Jul 08, 2007 10:27 pm
Forum: PSP Development
Topic: VFPU Rendering engine (for fragment processing)
Replies: 10
Views: 6302

yep, I see it... I'm just thinking how much it improves the accuracy. :) (..I guess it should a lot as the intensity of many highlights decreases when interpolating...) Actually the phong and gouraud both use the same CalculateLightVFPU() function, so only the phong needs the normalization... I will...
by onne
Sun Jul 08, 2007 10:08 pm
Forum: PSP Development
Topic: VFPU Rendering engine (for fragment processing)
Replies: 10
Views: 6302

thanks rapso... Yes, maybe the normalization is a bit in a weird place, but it is there. In the code the light vector is static and normalized, and so is the view... So the only thing that needs normalization is the normals. They are normalized when the appropriate transform is applied in the ApplyN...
by onne
Sat Jul 07, 2007 8:28 pm
Forum: PSP Development
Topic: VFPU Rendering engine (for fragment processing)
Replies: 10
Views: 6302

help for building custom shaders

I got question about creating custom shaders in the DX or GLSL style, using vertex- and pixel/fragment- shading programs... So I thought others might be interested as well. ----------------------------- As you know there is really no shading language on PSP, but we have to do the things ourselves. T...
by onne
Sat Jun 09, 2007 10:22 am
Forum: PSP Development
Topic: VFPU Rendering engine (for fragment processing)
Replies: 10
Views: 6302

VFPU Rendering engine (for fragment processing)

For those who are interested seeing some C++ and VFPU code this engine offers that and pixel processing rendering engine for PSP. (I used PSPSDK, Eclipse & Cygwin as my environment..) Basically it has a scanline renderer, which allows different kinds of interpolations per pixel bases. It is not ...
by onne
Wed Jan 31, 2007 10:50 pm
Forum: PSP Development
Topic: Setting up Eclipse + PSPLink + GDBServer debugging
Replies: 20
Views: 24899

Hurrah, finally I got the Debugging to work on Windows + Eclipse + Cygwin... Works like a dream. :) I just wanted to let you know if someone else is having the following problem: When you first start debug your application on pcterm, and then start the debug on eclipse, you get error "Source no...
by onne
Sat Jan 27, 2007 8:02 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 297654

compilation problem

I'm trying to compile the PSPLINK from the source(svn), but I have a problem I don't understand. I have just got new cygwin, and even pspsdk(with the newest toolchain script form svn)... This is what I get as error after executing 'make release': ... psp-gcc -I/usr/local/pspdev/psp/sdk/include/libc ...
by onne
Fri Jan 12, 2007 5:06 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 297654

hi... I seem to be in the same situation now... :( Previously I had everything working nicely with the devkitpro, and I could run my programs with usbhostFS and psplink 2.0. (fw 2.71 SE-B) But for some weird reason when I installed cygwin and build the newest pspsdk from svn (to be able to debug wit...
by onne
Tue Jan 09, 2007 9:35 am
Forum: PSP Development
Topic: Remote debugging with Visual C++ 2005 and PSPLink?
Replies: 3
Views: 1882

But alternatively you can also install the Eclipse on Windows as well.
by onne
Mon Jan 08, 2007 8:29 pm
Forum: PSP Development
Topic: 'makems' Error
Replies: 4
Views: 1867

??? as it seems you are putting an integer value in to the variable, you could do it with: int makems; ??? is that _really_ what you were asking...??? doesn't make any sense with the piece of code you provided though, as you never seem to use the variable. Or maybe you do in the copy_file function, ...
by onne
Mon Jan 08, 2007 6:28 am
Forum: PSP Development
Topic: 'makems' Error
Replies: 4
Views: 1867

Did you declare the 'makems' somewhere? Why is it there if you don't even use it anywhere? Or should it be a function, then you should add parenthesis?
by onne
Sat Jan 06, 2007 12:16 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

ok... thanks... Then I must have been getting the Inf when I thought of getting NaN... Weird with the printf though.
by onne
Fri Jan 05, 2007 12:25 pm
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

That's what I thought as well, but at least when I do printf("result: %f", conditional );, I get NaN... And also I do get Inf's as well, when such occurs. :) Seems like some of the basic stuff doesn't hold with vfpu maths. (for example as I said above about the conditions, NaN==NaN... even...
by onne
Fri Jan 05, 2007 7:34 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

That test result seems weird... I am atleast capable of testing if a value is NaN or not with EI and NI. ie. the following code returns me 1, and if I comment out the vrsq, I will get 0, and the opposite happens with NI void CondTest( float* aTestResult ) { __asm__ volatile ...
by onne
Thu Jan 04, 2007 9:21 pm
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

Well, in my case it seems that there is no instruction executed after either branch... This is how I tested: 1. I give as input three identical vectors -> S400 will get a NaN value v1: [-0.184323, 0.000000, 0.730595] v2: [-0.184323, 0.000000, 0.730595]...
by onne
Thu Jan 04, 2007 2:06 pm
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

And here is the working piece of code... (although I couldn't get the bvtl work as I wanted... ie. I would have liked to replace the "vnop" with "vzero.s S530") __asm__ volatile ( //Load Triangles "ulv.q R400, 0x0(%1)\n" //vert1 "ulv.q R401,...
by onne
Wed Jan 03, 2007 11:39 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

Wow, nice findings! Yep, it only seemed to work since I had set the other values to zero as well... :) And, yes I did some calc before the conditional jump as well... Now, today I realized(after debugging the VFPU register values in different phases) that instead of having values going to _zero_ I s...
by onne
Tue Jan 02, 2007 8:37 pm
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

Hlide, thanks for your information... yep, it is logical to have some comparison operators for vfpu as well.

Oh, and the piece of code you suggested works nicely... thanks again. I guess one can get pretty far with the mentioned EQ, LT and LE anyway. If I have time I can try to examine other cc's...
by onne
Sun Dec 31, 2006 10:33 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

Thanks, everyone... yep, I digged up the R4400 uman book... makes it easier. heh.

Although, as you said Tinnus, gcc is already doing a good job on this simple case.
by onne
Sun Dec 31, 2006 3:51 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

Ok... hmm.

So are you saying there are no comparison operators which with I could check if the content of S100 (in this case) is 0, and branch accordingly?

Yep, if that is the case, then it must be better of doing the part before the "Condition start" without VFPU.

thanks.
by onne
Sun Dec 31, 2006 1:00 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 11618

Conditionals with VFPU?

Hi... I've been doing basic VFPU stuff for my renderer... But now I'd need some additional complexity, ie. conditions... Here's my visibility check function, but I'm not sure if the condition check for the division by zero (The seperated part where I break the assembly and inset c++ in between...) c...
by onne
Fri Dec 15, 2006 12:13 pm
Forum: PSP Development
Topic: UMD Speed?
Replies: 3
Views: 3519

Here(http://gameboy.ign.com/articles/430/430939p1.html) it was stated as follows: The system's UMD (Universal Media Disc) optical disk format has also been clarified a bit. A UMD is a 60 millimeter dual layered disk that can store up to 1.8 Gigabytes of data. Transfer rate for the reader unit is 11 ...
by onne
Mon Dec 11, 2006 1:50 pm
Forum: PSP Development
Topic: Per-pixel 3d rendering...?
Replies: 0
Views: 1405

Per-pixel 3d rendering...?

Hi... I wonder if anyone else has been trying to do per-pixel 3d rendering? ie. writing a phong shader or something similar. I have written a routine for simple scanline conversion. But the performance already without any per pixel operations seems not to be very good ( 3~6fps with my test mesh (780...
by onne
Wed Aug 30, 2006 5:19 am
Forum: PSP Development
Topic: Writing for multiple platforms?
Replies: 6
Views: 4534

Kojima,
about the slowness on vc2005... I guess you _did_:
1. set you project to 'Release'
2.Project Settings \ ConfigurationProperties \ C/C++ \ Optimization: Optimization - Maximize Speed(/O2)

I was once also wondering about the slooow performance, until I saw I was running it in debug mode. eh.