Search found 66 matches

by webjeff
Tue Jun 05, 2007 3:57 am
Forum: PS3 Development
Topic: PS3 Test Unit Debugging?
Replies: 8
Views: 10929

vliw,

No, that's not true. On the back of the unit, it clearly states "debugging station". Also, in the menu's there are options for debugging. So, I was able to get my answer that way. Thanks though!

Jeff.
by webjeff
Thu May 24, 2007 7:44 am
Forum: PS3 Development
Topic: PS3 Test Unit Debugging?
Replies: 8
Views: 10929

I'm talking about the official PS3 TEST hardware. This is different from the PS3 TOOL hardware which is their official dev hardware. The TEST I believe was given to both developers and reviewers. It runs unsigned code from blue ray recorded discs, but I'm not sure if it can do debugging. Which is wh...
by webjeff
Thu May 24, 2007 1:34 am
Forum: PS3 Development
Topic: PS3 Test Unit Debugging?
Replies: 8
Views: 10929

PS3 Test Unit Debugging?

Hello,

I have a simple question, does anyone know if the PS3 TEST hardware is capable of debugging?

Thanks
Jeff.
by webjeff
Sat Oct 08, 2005 7:17 am
Forum: PSP Development
Topic: GDB build errors
Replies: 4
Views: 1870

Tyranid,

I'm having a similar problem where I can't build GDB, It says "ERROR BUILDING GDB".

ada-lex.c missing and flex not available.

Any ideas what that means?

Thanks
Jeff.
by webjeff
Wed Oct 05, 2005 5:33 am
Forum: PSP Development
Topic: New PSPGL tree w/ lots of fixes
Replies: 20
Views: 7272

I have been using Holger's version of pspgl for a long time and always had intermittent problems. Especially when it came to caching issues. If you are really thinking about moving forward with pspgl, I'd really suggest getting jeremy's patches. Using his patches fixes all the problems I had and has...
by webjeff
Sun Sep 25, 2005 6:18 am
Forum: PSP Development
Topic: Would there be any interest in something like this?
Replies: 5
Views: 2160

Regarding your post about the Emu.

Hey

do you have anything I could check out, I would love to test this out and maybe help out a lil. Let me know

Jeff.
by webjeff
Fri Sep 23, 2005 11:20 pm
Forum: PSP Development
Topic: Any plans for futur PSPSDK "packages" ?
Replies: 17
Views: 11305

devpsx,

take a look at http://wiki.pspdev.org/ if you haven't already, it gives a nice run down on the hardware in general. Still lacks a little on detail, but its a good start.

Jeff.
by webjeff
Fri Sep 23, 2005 8:20 am
Forum: PSP Development
Topic: pspgl texture caching issues
Replies: 7
Views: 2377

I got your updates and it doesn't seem to help, infact there are more missing pieces now than before :( . Any other ideas?

Thanks
Jeff.
by webjeff
Fri Sep 23, 2005 4:31 am
Forum: PSP Development
Topic: pspgl texture caching issues
Replies: 7
Views: 2377

I made those changes and still am not getting some textures rendered. Most are, but still some arn't and its sorda random... It definatly is a texture cache issue. Any other things I can try to force the rendering context to flush after each object? Objects are all 2 triangles with a texture. Thanks...
by webjeff
Fri Sep 23, 2005 2:17 am
Forum: PSP Development
Topic: pspgl texture caching issues
Replies: 7
Views: 2377

holger,

I've tried that too. Where exactly do I put that, after the render calls? I had that in there before and it didn't work. so I started trying different variations of that and sceKernelDcacheWritebackAll() but that didn't work either.

Any other ideas?
Jeff.
by webjeff
Fri Sep 23, 2005 1:27 am
Forum: PSP Development
Topic: pspgl texture caching issues
Replies: 7
Views: 2377

pspgl texture caching issues

Can someone please tell me how to avoid this. I had it working till the latest stuff in pspgl. Now even having: sceKernelDcacheWritebackAll(); glFlush(); doesn't do the trick. My textures arn't being rendered, only some are. This was a problem before, but I had temperarily solved it by adding the ab...
by webjeff
Sat Sep 17, 2005 5:22 pm
Forum: PSP Development
Topic: sceGumArray Question
Replies: 0
Views: 835

sceGumArray Question

I'm trying to render but I see a distorted model. I know the model is ok, and I checked the verts and indicies and they look fine. Can someone just peek at this code and see if you see anything obvious: sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_INDEX_16BIT|GU_TRANSFORM_3D,co...
by webjeff
Thu Sep 08, 2005 2:55 am
Forum: PSP Development
Topic: pspgl blending
Replies: 1
Views: 1070

pspgl blending

Has anyone gotten alpha values to work. I'm having a bit of trouble, I'm doing it like this: //before rendering image glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); //render image .... glDisable(GL_BLEND); The image, does have a...
by webjeff
Wed Sep 07, 2005 12:14 pm
Forum: PSP Development
Topic: glTexImage2D question
Replies: 1
Views: 1193

glTexImage2D question

I am use to binding textures and such, so when I do a "glTexImage2D" it sets the current texture, but then I can do a glBindTexture(0); to basically NULL the current texture. But I dont see the equivilent. I tried to do a glTexImage2D with NULL data, but that didnt work :). Any ideas? Than...
by webjeff
Wed Sep 07, 2005 4:58 am
Forum: PSP Development
Topic: More Weirdness with pspgl and rendering (solved)
Replies: 2
Views: 1538

isnt it always right after you post you figure out what you did wrong? well, it happened, so incase you get this or see this: After the glTexImage2D call, I added "glFlush();" and that did the trick, looked like some data was stuck. I should probably add that to all the graphics calls, wha...
by webjeff
Wed Sep 07, 2005 4:45 am
Forum: PSP Development
Topic: More Weirdness with pspgl and rendering (solved)
Replies: 2
Views: 1538

More Weirdness with pspgl and rendering (solved)

Here's whats happening: I render the first frame fine (I see everything on the screen nicely), then it hangs. I am rendering ~24 images, Tracing it down, I see two potential things are causing this hang or helping it. If I comment out: //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128,128, 0, GL_RGBA, G...
by webjeff
Thu Sep 01, 2005 7:53 am
Forum: PSP Development
Topic: pspgl flickering triangles
Replies: 6
Views: 2185

Incase any others have this problem, I fixed by doing the following two things:

1) added sceDisplayWaitVblankStart(); at the end of my update loop.

2) aligned my verts to 16 byte boundries.

Then it comes up fine.

Thanks again guys
Jeff.
by webjeff
Thu Sep 01, 2005 7:42 am
Forum: PSP Development
Topic: glViewport
Replies: 1
Views: 1183

glViewport

I am setting it like this:

glViewport(100,100,100,100);

so I should see a viewport not starting in the corner, but 100 from the corner and 100 pixels wide/tall. But the (x,y), the first two components of this function don't seem to do anything, can somone test this really quick?

Thanks
Jeff.
by webjeff
Wed Aug 31, 2005 12:09 pm
Forum: PSP Development
Topic: pspgl flickering triangles
Replies: 6
Views: 2185

OK,

I have finally got it to work, it was a stupid error like always :) So I can confirm that the glTexImage2D is good with GL_UNSIGNED_INT_8_8_8_8.

I am however, still getting flickering triangles, any ideas?

Thanks again, sorry for the multiple posts.
Jeff.
by webjeff
Wed Aug 31, 2005 8:48 am
Forum: PSP Development
Topic: pspgl flickering triangles
Replies: 6
Views: 2185

Can someone test this for the PSPGL: UINT __attribute__((aligned(16))) colors[256] = { 0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00,0xff00ff00, 0xff00ff00,0xff00ff00,0xff00f...
by webjeff
Wed Aug 31, 2005 7:02 am
Forum: PSP Development
Topic: pspgl flickering triangles
Replies: 6
Views: 2185

also on a related note, has anyone tested "GL_UNSIGNED_INT_8_8_8_8" in glTexImage2D to work? I'm getting weird results, that work fine with the data I send in on the PC. Also, GL_UNSIGNED_SHORT_4_4_4_4 works fine it seems, so if someone can confirm it works, thatd be most appreciated. Than...
by webjeff
Wed Aug 31, 2005 6:25 am
Forum: PSP Development
Topic: pspgl flickering triangles
Replies: 6
Views: 2185

pspgl flickering triangles

I got a real simple demo going with 3 boxes, any more than 1 causes half the box to flicker of 2 of the 3 boxes. I have tried adding "sceKernelDcacheWritebackAll();" all over but still no success, I also tried OR'ing the address with 0x40000000 but no luck, actually doing that only renders...
by webjeff
Tue Aug 30, 2005 7:37 am
Forum: PSP Development
Topic: -lpsplibc -lc or "Do not cross the streams Venkman"
Replies: 13
Views: 4462

Mr. brown, Can you confirm to me that you think its best when working in C++ NOT to use "USE_PSPSDK_LIBC = 1" meaning not linking with psplibc? I also noticed pspgl requires it, I cannot initialize a surface without linking with that library, even in the egl example, I know its not part of...
by webjeff
Tue Aug 30, 2005 7:27 am
Forum: PSP Development
Topic: pspgl VertexPointer issue
Replies: 1
Views: 970

pspgl VertexPointer issue

Can someone please verify that VertexPointer works in pspgl? If I call: InterleavedArrays(GL_T2F_C4UB_V3F, 0, (void *) vertices); glDrawArrays(GL_TRIANGLES, 0, 6); It works fine, I see 2 triangles (a face) :)... but if I call: glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &am...
by webjeff
Mon Aug 29, 2005 7:31 am
Forum: PSP Development
Topic: -lpsplibc -lc or "Do not cross the streams Venkman"
Replies: 13
Views: 4462

Panajev2001a, I'm in the same situation as you. As of right now, here's what I have found out about C++ and pspgl: you need to have "USE_PSPSDK_LIBC = 1" in your makefile specifying using psplibc NOT libc. not sure exactly why, but whenever I am using libc, pspgl doesn't initialize and c++...
by webjeff
Fri Aug 26, 2005 8:47 am
Forum: PSP Development
Topic: C++ not working well
Replies: 6
Views: 2818

Here's the code I used: /* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * Copyright (c) 2005 Jesper Svennevid */ #in...
by webjeff
Fri Aug 26, 2005 8:24 am
Forum: PSP Development
Topic: C++ not working well
Replies: 6
Views: 2818

C++ not working well

OK, After many tests, It seems C++ is not being initialized properly or something is seriously wrong. Doing the exact same stuff in C works perfect, but in C++ has many errors and crashes on the PSP. Can someone please help and maybe we can get C++ working well on this. Has anyone really tested C++ ...
by webjeff
Thu Aug 25, 2005 9:26 am
Forum: PSP Development
Topic: PSPGL Make Error
Replies: 4
Views: 2497

Perfect, you guys are good... a little too good.

Jeff.
by webjeff
Thu Aug 25, 2005 9:24 am
Forum: PSP Development
Topic: _stat problem building python
Replies: 3
Views: 2040

_stat problem building python

Guys: Building python, got everything compiling but running into this error. Any idea if this is a problem with libc? Can someone check it out for me, thatd be great. /usr/local/pspdev/lib/gcc/psp/4.0.1/../../../../psp/lib/libc.a(sysstat.o): In function `stat': ../../...
by webjeff
Wed Aug 24, 2005 10:44 am
Forum: PSP Development
Topic: PSPGL Make Error
Replies: 4
Views: 2497

PSPGL Make Error

I'm installing the latest version on a new comp and getting this error. Any ideas? Jeff King@JEFF ~/pspgl $ make mkdir .deps psp-gcc -g -Wall -O2 -G0 -fsingle-precision-constant -I. -I /usr/local/pspdev/ps p/sdk/include -MD -MF .deps/eglChooseConfig.d -c eglChooseConfig.c psp-gcc -g -Wall -O2 -G0 -f...