Search found 19 matches

by ruspa
Tue Sep 18, 2007 3:13 am
Forum: PSP Development
Topic: font displaying suggestions?
Replies: 6
Views: 2206

thanks, this was crisp clear :D
by ruspa
Mon Sep 17, 2007 11:06 pm
Forum: PSP Development
Topic: font displaying suggestions?
Replies: 6
Views: 2206

is this some kind of joke? :\
by ruspa
Mon Sep 17, 2007 9:10 am
Forum: PSP Development
Topic: font displaying suggestions?
Replies: 6
Views: 2206

nvm?
by ruspa
Mon Sep 17, 2007 8:47 am
Forum: PSP Development
Topic: font displaying suggestions?
Replies: 6
Views: 2206

font displaying suggestions?

After trying to use freetype and similar libs to displaying fonts in opengl, all failed because of the "ERROR: Install autoconf before continuing." under cygwin (I do have autoconf automake installed plus sources via the cygwin setup that shows you the packages already installed...I double...
by ruspa
Mon Sep 17, 2007 4:36 am
Forum: PSP Development
Topic: How did you learn & Suggest ways to learn?
Replies: 8
Views: 3242

I'm another noob in psp development, if you are used to Netbeans ide, I suggest you to code there. Beside it's really free 4 all purposes, nb is native for java and you can easily download the C/C++ pack and use the cygwin make as the compiler. In only one enviroment you can output java, C for pc an...
by ruspa
Mon Sep 17, 2007 3:13 am
Forum: PSP Development
Topic: taking out functions, casting failures
Replies: 2
Views: 1049

of course I set the prototype, I was used to code in C++ but abandoned it for very long. Hmm... I thought that if that was a vector also its definition should have the asterisk while in the example code there are no asterisk and no &s. Better for me to have a review of these basics.
by ruspa
Sun Sep 16, 2007 1:04 pm
Forum: PSP Development
Topic: taking out functions, casting failures
Replies: 2
Views: 1049

taking out functions, casting failures

why in my code, having: void DrawScene( void ) { sceGuStart( GU_DIRECT, dList ); sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); sceGumMatrixMode(GU_MODEL); //----- shape 1 sceGumLoadIdentity(); { ...
by ruspa
Sun Sep 16, 2007 12:56 pm
Forum: PSP Development
Topic: alpha channel cutoff
Replies: 2
Views: 1105

got it, gonna explain beginner-proof (as I am): 1) I was missing this line in the "sceGuEnable(blah blah)" routine.. sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0); in other words this should inform the gpu on how we will the pixel to be blended (in cascade sequence, i ...
by ruspa
Sun Sep 16, 2007 12:12 pm
Forum: PSP Development
Topic: alpha channel cutoff
Replies: 2
Views: 1105

I'm playing with this line:

sceGuBlendFunc( GU_ADD, GU_FIX, GU_FIX, 0xff888888, 0xff888888 );

this affects the behaviour of the blending. Which are the values I've got to set willing a common, very normal alpha calculation as I get to a paint shop pro new layer?
by ruspa
Sun Sep 16, 2007 11:35 am
Forum: PSP Development
Topic: alpha channel cutoff
Replies: 2
Views: 1105

alpha channel cutoff

I've achieved enabling transparency on a prog, but I my textures blend like they were in GIF format with 1 color set to transparent, while I'm using png with full alpha channel (I tried on explorer that supports full png transparency and I got the exact per-pixel-alpha blending with whatever I set t...
by ruspa
Sat Sep 15, 2007 2:24 am
Forum: PSP Development
Topic: sceGuTexImage 4th parameter?
Replies: 2
Views: 1875

I got it! So, if I have only one texture in an image, I will use the image width, while if I have prepared a font table image, I will set the buffer width to the font width so that the gu can jump correctly to the rightmost pixel to the first one of the next line, isn't it? Thanks for telling me, th...
by ruspa
Fri Sep 14, 2007 12:20 pm
Forum: PSP Development
Topic: Need to write something: Freetype? .C? ttf? sdl? Raw? O_o
Replies: 5
Views: 3460

I forgot to mention that the example in the sdk was the first place where I looked... But surprisingly it has some missing libraries and some wrong includes, like: #include XX_XXX_X whitout < or " and nothing even similar to the library name mentioned... and as far as I know that must be my ver...
by ruspa
Fri Sep 14, 2007 9:29 am
Forum: PSP Development
Topic: Need to write something: Freetype? .C? ttf? sdl? Raw? O_o
Replies: 5
Views: 3460

Need to write something: Freetype? .C? ttf? sdl? Raw? O_o

I'm trying to figure out how to display some fonts in opengl without writing from scratch (if possible, of course) something that loads a picture with fonts, splits in many tiny imgs, ecc.. I'm getting sick at seeing to all those different methods discussed in the forums, but none of them seem to wo...
by ruspa
Fri Sep 14, 2007 8:48 am
Forum: PSP Development
Topic: sceGuTexImage 4th parameter?
Replies: 2
Views: 1875

sceGuTexImage 4th parameter?

sceGuTexImage( 0, Width, Height, Witdh , data); I can't understand well this 4th parameter, I found it's not the width, but you've got to set the same value of the texture width: it's always ok since we use square textures (128*128.. 512*512 ecc) but when I got to use a texture of 32pixels * 128? Wh...
by ruspa
Fri Sep 14, 2007 3:14 am
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 3406

IT WORKS!!!!!!!!!!!!!! IT WORKS!!!! EVEN WITH TRANSPARENCY!!! (sorry for shouting ) I read some docs on initialization instructions (sceGuenable stuff) and I was missing the alpha test, and to resolve the swizzling, I simply removed the "if already swizzled" test, this just because we don'...
by ruspa
Fri Sep 14, 2007 2:56 am
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 3406

Is Image::swizzled cleared properly when you instance it? From the code I can see in swizzle() you have a condition that might skip the swizzle altogether, and you might swizzle the first but not the second. is the same thing I think, but I can't get a lock on the idea, too newbie in opengl and rus...
by ruspa
Fri Sep 14, 2007 12:04 am
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 3406

:( same result (If I got what you meant, at least) If can help, I reversed and adapted the neheport lesson n°5 (the solid, textured cube), I used just a face and rotate it with a texture on it, then another single textured polygon is drawn later, and behind since it's more distant. I tell this just ...
by ruspa
Fri Sep 14, 2007 12:01 am
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 3406

you mean I have to put a sceKernelDcacheWritebackInvalidateAll(); between the two sceGumLoadIdentity&#40;&#41;; // And Reset it &#123; // Move 1.5 units left and 3 units back ScePspFVector3 move = &#123; 0.0f,0.0f, -3.1f &#125;; sceGumTranslate&#40; &move &#41;; // Ap...
by ruspa
Thu Sep 13, 2007 11:32 pm
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 3406

gl texture troubles

hello, I need some hints with my code, as I got a program that display two textures (two square polygons [3*2]) one with a clock display and one with the pointer. Apart that I still can't have the transparency out of the png alpha channel (this will be next in line), it happens that first texture is...