Search found 4 matches
- Mon Nov 20, 2006 9:48 pm
- Forum: PSP Development
- Topic: [solved] Issues with Transparent Texture in VRAM
- Replies: 7
- Views: 3075
Thanks for all the replys. try to copy the texture back to sysmem after some frames and use it, to see if it has been modified. Good stuff Rapso, thanks for the tip. So I am right to suppose that your textures don't end up in the drawlist, but atm only in VRAM (only the a_bStatic = true case occurs)...
- Mon Nov 20, 2006 2:54 am
- Forum: PSP Development
- Topic: [solved] Issues with Transparent Texture in VRAM
- Replies: 7
- Views: 3075
Here is some screens. Only have 1 transparent texture in VRAM, also using the posted code to draw it. http://www.starman.nu/centralunit/screen_only_draw_trans.png All textures in VRAM http://www.starman.nu/centralunit/screen_all_in_vram.png All textures in VRAM except the transparent one http://www....
- Sun Nov 19, 2006 11:23 pm
- Forum: PSP Development
- Topic: [solved] Issues with Transparent Texture in VRAM
- Replies: 7
- Views: 3075
Hi Raphael, Thanks for your reply. Yeah I know sceGuGetMemory only copy the texture to the displaylist. I only implemented this for test purpuse. I do not upload my textures during the game loop. I upload them (a_bStatic = true) when I load the level. Since I don't have that many textures this works...
- Sun Nov 19, 2006 12:58 pm
- Forum: PSP Development
- Topic: [solved] Issues with Transparent Texture in VRAM
- Replies: 7
- Views: 3075
[solved] Issues with Transparent Texture in VRAM
Greetings! When I use a 128x128 transparent texture, staticly allocated in VRAM, I get 5-6 white line artifakts across the texture. However if I use the same texture in system ram it works perfectly. The format Im using is 4444, Ive also tried 8888 but same result. I dont think it's an texture alloc...