Search found 73 matches
- Wed Jul 30, 2008 1:12 pm
- Forum: PS3 Development
- Topic: PS3SDK release date
- Replies: 15
- Views: 19049
If anything, maybe a lot of younger programmer with a PS3 should look at this as an oppurtunity to get back to the basics of 3d graphics. After all, I remember it being a hell of a lot of fun writing my own rasterizer back in the days before 3d accelleration. I reckon a lot of you kids have been sp...
- Mon Apr 14, 2008 3:16 pm
- Forum: PSP Development
- Topic: XML
- Replies: 4
- Views: 2919
- Tue Apr 08, 2008 12:14 pm
- Forum: PSP Development
- Topic: Quaternions
- Replies: 3
- Views: 2579
Hmm... I'm going to check it out. I have interpolated implemented through my own way, but I think there is a small error. All orientations are perfect except that some of the objects scale down to 0.0f and then back up to 1,0f even though all scale keys are set to 1.0f. The scaling is implemented co...
- Sat Apr 05, 2008 5:53 pm
- Forum: PSP Development
- Topic: Little help with augmented reality
- Replies: 13
- Views: 6413
- Sat Apr 05, 2008 8:17 am
- Forum: PSP Development
- Topic: get pixel color from screen *HELP*
- Replies: 3
- Views: 2650
- Sat Apr 05, 2008 12:57 am
- Forum: PSP Development
- Topic: downloading files?? from internet.....How?
- Replies: 27
- Views: 19937
- Sat Apr 05, 2008 12:41 am
- Forum: PSP Development
- Topic: Polygon Tessellation
- Replies: 9
- Views: 5514
- Fri Apr 04, 2008 12:45 pm
- Forum: PSP Development
- Topic: Quaternions
- Replies: 3
- Views: 2579
- Fri Apr 04, 2008 12:32 pm
- Forum: PSP Development
- Topic: Quaternions
- Replies: 3
- Views: 2579
Quaternions
Alright, quaternion support has been added to the .x loader! I tried applying quaternions loaded from an .x file to my transformation matrices. Eventually, I'll be working with interpolated animation that will drastically cut down on key-frames needed, but so far, no go.. I'm pretty close though. He...
- Fri Apr 04, 2008 3:31 am
- Forum: PSP Development
- Topic: Little help with augmented reality
- Replies: 13
- Views: 6413
This is sa good question, and you would have to get a bit creative to get it. I can only think of an expensive way of does this right now. Well maybe, I'm thinking this up as I go. What you would want to do is have a pointer point to the current display buffer. That will be the final image being cur...
- Fri Apr 04, 2008 2:59 am
- Forum: PSP Development
- Topic: Polygon Tessellation
- Replies: 9
- Views: 5514
Is GE's hardware clipper doing such a bad job you need to clip manually? Yeah, there are some major issues with polygon clipping here. A frustum will be needed. You don't clip vertices, you clip triangles. So each triangle which is 3 of those vertices gets clipped and might generate some extra vert...
- Wed Apr 02, 2008 3:27 pm
- Forum: PSP Development
- Topic: Polygon Tessellation
- Replies: 9
- Views: 5514
Polygon Tessellation
Ok, let's say I wanted to create a polygon clipping frustum for my 3D models. I have a the frustum almost created which is constructed based on the projection and view matrices. What would be a good approach to tessellate polygons? Lets say that I have an array of vertices: sVertex vert[99&a...
- Wed Apr 02, 2008 5:18 am
- Forum: PSP Development
- Topic: VRam and Alpha
- Replies: 2
- Views: 2426
- Wed Mar 19, 2008 3:22 pm
- Forum: PSP Development
- Topic: a sample to decode a psp mp4(avc) file
- Replies: 30
- Views: 72513
Thanks, that's just what I need.Windows has never been necessary to make a Pandora battery... see e.g. http://psp.jim.sh/fanjita/linux.txt. These days, just follow a guide like http://forums.exophase.com/showthread.php?t=3780 and you won't need a PC at all other than to move files around.
- Wed Mar 19, 2008 3:15 pm
- Forum: PSP Development
- Topic: anyone can give me a WANL CONNECTION demo?
- Replies: 6
- Views: 3506
- Fri Mar 14, 2008 3:46 pm
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
Can't rightly say I know ANYONE who's done multiple locals vs multiple externals. It's always multiple locals, period, or one local, period. Yeah, that's how I would think anyone would do it too. After all, there's only one console hooked up to an access-point usually. I'd only want to have multipl...
- Fri Mar 14, 2008 7:23 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
- Fri Mar 14, 2008 2:20 am
- Forum: PSP Development
- Topic: Graphics optimisation?
- Replies: 1
- Views: 1669
Well, post the code you have. This is kind of a general field of discussion. There are some things you could do though: -Avoid texturing vertices as much as you can -Use the GUM for transforming your models with the hardware instead of transforming them yourself -Use the least amount of vertices you...
- Thu Mar 13, 2008 1:16 pm
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
- Thu Mar 13, 2008 6:59 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
Ok, I knew it was a hardware thing that the router handles from a little research, but I thought there could possibly be a way of checking it with specific functions or something like that... I don't know, but I'll look into it more. NAT sounds like an algorithm, and that there are different algorit...
- Thu Mar 13, 2008 3:12 am
- Forum: PSP Development
- Topic: a sample to decode a psp mp4(avc) file
- Replies: 30
- Views: 72513
- Wed Mar 12, 2008 11:47 pm
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
Ok, I'll research them. How do I use them in programming in programming? Do I have to write something from scratch, or are there options with the socket library I can use to use NAT? I've been trying to figure out how to use NAT, but all I know right now is that it is something that the router does...
- Wed Mar 12, 2008 2:53 pm
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
- Tue Mar 11, 2008 2:10 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
- Mon Mar 10, 2008 3:14 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
- Sat Mar 08, 2008 6:20 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
- Sat Mar 08, 2008 4:08 am
- Forum: PSP Development
- Topic: Multiple threads working together?
- Replies: 7
- Views: 4717
So my method of using global variables is not the best method? Semaphores just restricts access, but does not give access? The article I read in Wikipedia gave me the same impression. So then the data would have to be global, and the semaphores would be used to restrict the access of the data. I cou...
- Sat Mar 08, 2008 4:03 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
Ok, I'll use both protocols then. I have a simple TCP game setup between two PSPs right now. They are run through my 2WIRE router/access-point. Does that mean that my application will be able to run through the internet as well as long as the port I use is free? Also, I am using one port in my TCP g...
- Sat Mar 08, 2008 3:24 am
- Forum: PSP Development
- Topic: Using TCP and UDP at Once
- Replies: 22
- Views: 12077
Using TCP and UDP at Once
Is it a good idea to use TCP and UDP in the same application. For example, think of an online deathmatch game. UDP could be used to update positions and animation states while TCP could send crucial data such as scoring and other stuff. If I send UDP messages every frame, and a packet gets lost alon...
- Sat Mar 08, 2008 3:04 am
- Forum: PSP Development
- Topic: Multiple threads working together?
- Replies: 7
- Views: 4717