Search found 11 matches

by Visigotico
Sat Jan 30, 2010 1:30 am
Forum: PSP Development
Topic: Reading the depthbuffer - Problem with format?
Replies: 6
Views: 4056

with GU_PSM_4444 (16 bit draw and display buffers), linear zbuffer seems to be at zbuffer + 2MB.
by Visigotico
Tue Jan 19, 2010 12:36 am
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 17435

Are you using the SDK samples? The technique I'm using is a little
different, you can read about Shadow Mapping to understand
better how it works, how it should be used and their problems and bugs.
by Visigotico
Sat Jan 16, 2010 1:09 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 17435

Ok, it's complicated and unoptimized because this is only a test code, done in 5 minutes. Actualy I have a optimized (on VFPU) and better code, running at 132 FPS. If anyone has interest...
by Visigotico
Wed Dec 30, 2009 2:09 am
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 17435

shadowmap implementantion modifying SDK reflexion sample. ---------------------------------------------------------------------------- #include <pspkernel.h> #include <pspdisplay.h> #include <pspdebug.h> #include <stdlib.h> #include <stdio.h> #include <math.h> #include <string.h> #include <pspgu.h> ...
by Visigotico
Fri Dec 25, 2009 2:30 am
Forum: PSP Development
Topic: Depth buffer in VRAM + magic at VRAM+2Mbytes
Replies: 14
Views: 7437

with GU_PSM_4444 (16 bit draw and display buffers), linear zbuffer seems to be at zbuffer + 2MB.
by Visigotico
Tue Dec 22, 2009 12:26 am
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 17435

shadows...

gta chinatown wars apparently uses stencil shadow volume, but for a scene where there are many shadow cast objects, this technique can be a great performance hit. does anyone know how shadows are achieved in silent hill game? Based in artifacts sometimes visible in the edges of shadows, the techniqu...
by Visigotico
Sun Nov 15, 2009 12:04 am
Forum: PSP Development
Topic: About releasing MoHH eloader source code
Replies: 58
Views: 41297

If Sony is interested in making the eLoader stops working, it will
do, regardless f the source code have been released or not.
by Visigotico
Sat Nov 14, 2009 1:01 am
Forum: PSP Development
Topic: About releasing MoHH eloader source code
Replies: 58
Views: 41297

whatever. Releasing or not the source, Sony is sure to
find another way to randomize the system calls, causing the eLoader to stop working.
by Visigotico
Thu Sep 03, 2009 2:35 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 463173

Add network support...

Add network support...

maybe using udp tunneling like CIPE, OpenVPN or other protocol that suport tunneling and bridging.
by Visigotico
Wed Apr 23, 2008 10:10 pm
Forum: PSP Development
Topic: libpspgum_vfpu curiosity
Replies: 3
Views: 1650

damn.. damn.. newer libpspgum_vfpu are pure vfpu, my lib is outdated. -------------------------------------------------------------------------------------- void sceGumPerspective(float fovy, float aspect, float near, float far) { pspvfpu_use_matrices(gum_vfpucontext, VMAT3, VMAT0 | VMAT1); __asm__ ...
by Visigotico
Wed Apr 23, 2008 11:48 am
Forum: PSP Development
Topic: libpspgum_vfpu curiosity
Replies: 3
Views: 1650

libpspgum_vfpu curiosity

libpspgum_vfpu still uses sinf and cosf instead of vfpu_sinf and vfpu_cosf. Why?!?