Search found 25 matches
- Sun Dec 20, 2009 11:57 am
- Forum: PSP Development
- Topic: Using lighting and colours with pspgl
- Replies: 8
- Views: 5336
The solution.
Yes, I'm guilty of pulling this thread out of the abyss, but I have an excuse. There is a way to work with materials using pspgl and for some reason I never posted the solution here. After breaking my PSP build a few months ago after a refactor, I came to this thread thinking I'd posted that solutio...
- Wed Mar 18, 2009 10:50 am
- Forum: PSP Development
- Topic: Does anyone have a NEO PSP Motion device?
- Replies: 9
- Views: 3832
- Wed Mar 18, 2009 8:47 am
- Forum: PSP Development
- Topic: Does anyone have a NEO PSP Motion device?
- Replies: 9
- Views: 3832
Funny that. Maybe our server doesn't like you. You had issues with out site back in http://forums.ps2dev.org/viewtopic.php? ... highlight=Wally wrote:your website is broken :)
The site is fine from my home and at work.
- Tue Mar 17, 2009 7:06 pm
- Forum: PSP Development
- Topic: Does anyone have a NEO PSP Motion device?
- Replies: 9
- Views: 3832
Does anyone have a NEO PSP Motion device?
We (meaning myself and my programming colleague), are trying to implement support the Neo PSP Motion controller ( http://www.neoflash.com/forum/index.php/topic,4644.msg31840.html#msg31840 ). This is for the NEO 2009 Spring coding comp. Neither of us have this device and was wondering if there was an...
- Sun Feb 01, 2009 9:15 am
- Forum: PSP Development
- Topic: Can't use glGenBuffers (or any other VBO methods)
- Replies: 3
- Views: 2399
Thanks to my programming colleague, I have a solution.
...is required before including the glext header.
If I'd looked more carefully at the glext.h file, there is the line
Lesson learned (perhaps)
Code: Select all
#define GL_GLEXT_PROTOTYPES
If I'd looked more carefully at the glext.h file, there is the line
Code: Select all
#ifdef GL_GLEXT_PROTOTYPES
- Sat Jan 31, 2009 8:56 pm
- Forum: PSP Development
- Topic: Can't use glGenBuffers (or any other VBO methods)
- Replies: 3
- Views: 2399
Can't use glGenBuffers (or any other VBO methods)
I'm trying to convert some of my vertex arrays to vertex buffer objects (using pspgl), but my compiler doesn't want to know. src/Model.cpp:863: error: ‘glGenBuffers’ was not declared in this scope src/Model.cpp:864: error: ‘glBindBuffer’ was not declared in this scope src/Model.cpp:865: error: ‘glBu...
- Sun Jan 11, 2009 3:27 pm
- Forum: PSP Development
- Topic: [Release and thanks!] Apollonia (Helicopter shooter for PSP)
- Replies: 3
- Views: 3243
[Release and thanks!] Apollonia (Helicopter shooter for PSP)
Just want to share with everyone that we finally released our homebrew game for PSP. It is a PSPGL/SDL Helicopter shoot 'em up as a kind of tribute (or rip off) of the old Desert Strike. You can download it at www.codetactics.com If you search these forums for my username, you'll probably see that I...
- Fri Dec 26, 2008 4:59 pm
- Forum: PSP Development
- Topic: Need some advice for lack of heap memory
- Replies: 5
- Views: 2026
Yes, I'm using a LOT of textures. I'm surprised I've gotten away with it as long as I have. I see PSPGL has a palette extension so I'll have to read up on it. [edit] For the sake of anyone who finds this thread in a search, the problem was actually the result of not closing files that were being rea...
- Fri Dec 26, 2008 11:54 am
- Forum: PSP Development
- Topic: Need some advice for lack of heap memory
- Replies: 5
- Views: 2026
The main reason to use a negative heap instead of MAX is that MAX won't let any threads be created as there won't be any memory left for them (which might be part of his problem). This isn't a solution to my issue unfortunately. Also, most png/jpg loaders convert the image to 32 bit ABGR in memory....
- Fri Dec 26, 2008 7:01 am
- Forum: PSP Development
- Topic: Need some advice for lack of heap memory
- Replies: 5
- Views: 2026
Need some advice for lack of heap memory
Apparently I'm running out of heap memory with my PSPGL, SDL app. I think I'm getting too carried away with loading .obj files where I store the vertices, normals etc in dynamically allocated arrays and then use them for vertex arrays. I preload the models on startup so the app doesn't get beyond a ...
- Sat Dec 13, 2008 1:22 pm
- Forum: PSP Development
- Topic: Do unbinding textures cause a crash (PSPGL)?
- Replies: 0
- Views: 782
Do unbinding textures cause a crash (PSPGL)?
After totally stripping back my code, I think I've isolated my program crash to unbinding textures. I can get away with unbinding just one texture by using glBindTexture(GLTEXTURE_2D, 0) but as soon as I unbind other textures I get Exception - Interrupt Thread ID - 0x0027720F usually...
- Wed Aug 13, 2008 8:30 pm
- Forum: PSP Development
- Topic: Trying to solve a game crash (crt0_prx.c)
- Replies: 14
- Views: 4393
- Wed Aug 13, 2008 7:01 am
- Forum: PSP Development
- Topic: Trying to solve a game crash (crt0_prx.c)
- Replies: 14
- Views: 4393
- Thu Aug 07, 2008 5:57 am
- Forum: PSP Development
- Topic: Trying to solve a game crash (crt0_prx.c)
- Replies: 14
- Views: 4393
Insert_witty_name said that an FPU exception is a divide by zero issue. Is that the case or is it from uninitialised floating point numbers? I ask because I know the fp means floating point but I don't know what the 'u' stands for. Is there a way for me to find out if it is happening in my code or i...
- Wed Aug 06, 2008 8:54 pm
- Forum: PSP Development
- Topic: Trying to solve a game crash (crt0_prx.c)
- Replies: 14
- Views: 4393
- Tue Aug 05, 2008 9:30 pm
- Forum: PSP Development
- Topic: Trying to solve a game crash (crt0_prx.c)
- Replies: 14
- Views: 4393
Trying to solve a game crash (crt0_prx.c)
I'm trying to find out why my program has suddenly started to crash on me. As of yet I can't figure out if it is my fault or not but it's happened since implementing vertex arrays using PSPGL. However, it also crashes when I disable all vertex arrays so I'm not sure what it could be. What's worse, a...
- Sun Jul 20, 2008 2:30 pm
- Forum: PSP Development
- Topic: Where is -lvorbisidec ?
- Replies: 7
- Views: 2678
I don't have that lib file then. Where does it come from, because it didn't come from libogg or libvorbis? I didn't have any success with the libraries script, which I'm assuming is the psplibraries that is available on svn. I always get this problem checking for correct ltmain.sh version... no conf...
- Sun Jul 20, 2008 1:35 pm
- Forum: PSP Development
- Topic: Where is -lvorbisidec ?
- Replies: 7
- Views: 2678
- Sun Jul 20, 2008 12:15 pm
- Forum: PSP Development
- Topic: Where is -lvorbisidec ?
- Replies: 7
- Views: 2678
Where is -lvorbisidec ?
I'm trying to get my app to compile, but SDL_mixer is proving problematic. First I tried it with libTremor, but I kept getting /usr/local/pspdev/psp/lib/libSDL_mixer.a(mixer.o): In function `Mix_LoadWAV_RW': /home/glennm/psptoolchain/SDL_mixer/mixer.c:442&...
- Tue Apr 08, 2008 6:50 am
- Forum: PSP Development
- Topic: Difficulties moving my homebrew to 3.52 from 1.5
- Replies: 8
- Views: 3062
SDL displays a cursor when you have a shadow surface. Use SDL_ShowCursor (SDL_DISABLE); to turn it off. I've done this and it is still there. It doesn't really look like an SDL arrow. Unless it's just a very zoomed in one. It never appear on my linux version anyway. As for the crash, try using pspl...
- Mon Apr 07, 2008 9:36 pm
- Forum: PSP Development
- Topic: Difficulties moving my homebrew to 3.52 from 1.5
- Replies: 8
- Views: 3062
Well, part of the problem has gone away. I went into sdl-config, commented out -Dmain=SDL_main, recompiled and installed and now I don't get make complaining about stubs being out of order. The odd part though is that because I configured SDL using whats in the README.PSP, it just restored the sdl-c...
- Sun Apr 06, 2008 5:41 pm
- Forum: PSP Development
- Topic: Difficulties moving my homebrew to 3.52 from 1.5
- Replies: 8
- Views: 3062
I still get the same error (for compiling for 1.5 which should run on my PSP). The whole thing looks like: make kxploit psp-gcc -I. -I/usr/local/pspdev/psp/sdk/include -G0 -O2 -D_PSP_FW_VERSION=150 -L. -L/usr/local/pspdev/psp/sdk/lib helicoptergame.o Cursor.o Geometry.o MainApp.o Trackball2.o Displa...
- Sun Apr 06, 2008 4:10 pm
- Forum: PSP Development
- Topic: Difficulties moving my homebrew to 3.52 from 1.5
- Replies: 8
- Views: 3062
Difficulties moving my homebrew to 3.52 from 1.5
Trying to make my pspgl + SDL game to work on my 3.52 MM3-4 has proven more difficult than I'd expected/intended. I haven't played around with this stuff for about a year. About this time last year I compiled an app using 'make kxploit' and it worked fine on my 1.5 kernel. Now that I've upgraded to ...
- Mon Mar 12, 2007 11:18 am
- Forum: PSP Development
- Topic: Using lighting and colours with pspgl
- Replies: 8
- Views: 5336
I do not do PSPGL, but just checking the sources out gives an answer: GL_COLOR_MATERIAL is not supported :) GL_NORMALIZE is not implemented either... Just a break into the abyss... How to solve these problems? Use Gu/Gum :) Yeah, I saw that but was hoping for a workaround. I'm starting to think tha...
- Sat Mar 10, 2007 2:54 pm
- Forum: PSP Development
- Topic: Using lighting and colours with pspgl
- Replies: 8
- Views: 5336
Using lighting and colours with pspgl
I'm not sure if pspgl supports it but I'm trying to use the following code to create all the light induced shades on my model. glShadeModel(GL_SMOOTH); //Set up lighting glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_LIGHTING); glEnable(...