Search found 10 matches

by sopordave
Sun Sep 07, 2008 7:33 am
Forum: PS3 Linux Development
Topic: Multiprocessor coding
Replies: 4
Views: 5000

Re: Multiprocessor coding

So can anybody tell me how many threads the ps3 can have parallel if you code with: - OpenMP (with the gcc compiler) - Qt (Qt 4.4 has a new feature called "concurrent".) thank you for your answer. Volker PS: Please write if you don't know how to check it, but if you know how to compile wi...
by sopordave
Fri May 23, 2008 3:15 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 262978

I feel silly. After looking in the lib folder, there is no libm.a.

But there is a 32-bit library in lib/32. Does anybody know the reason why there isn't a 64-bit libm, or is my installation just screwed up?
by sopordave
Fri May 23, 2008 2:51 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 262978

A few things: - abs is not in math.h/libm, it's part of libc - try to move -lm at end of link command-line oh yeah :) I was originally using fabs() but moved to integers, not realizing the change in libraries. I realize that abs() would be __very__ easy to implement on my own, but I will need to fi...
by sopordave
Fri May 23, 2008 2:19 am
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6268

Good talk :) I would have to imagine that using modern APIs like OpenGL or DirectX is loads easier than writing for specific gfx hardware. I recall the first generation of hardware accelerated PC games making you chose different renderers based on your hardware, which at that time was either voodoo ...
by sopordave
Thu May 22, 2008 8:23 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 262978

$ make ppu-gcc -O -m64 -mregnames -mfull-toc -G0 -lm -ffreestanding -fno-stack-protector -c -o start.o start.S ppu-gcc: -lm: linker input file unused because linking not done ppu-gcc -O -m64 -mregnames -mfull-toc -G0 -lm -ffreestanding -fno-stack-protector -c -o hv.o hv.S ppu-gcc&am...
by sopordave
Sat May 17, 2008 1:47 am
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6268

I just realized that kboot uses the linux kernel, and think this might be interesting to play around with. Does anybody have experience building kboot with the ps3toolchain? I just tried, but the make errors are mystifying me.
by sopordave
Fri May 16, 2008 3:23 pm
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 262978

I've been playing around with otheros v1.0, making small changes and drawing new geometry. I would like to use math.h, but I can't figure out how to link the library. I've tried -lm and -L/usr/local/ps3dev/ppu/ppu/lib/libm.a, but both still give me undefined reference errors.

Any tips?
by sopordave
Fri May 16, 2008 2:52 am
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6268

I only now noticed that v1.0 of the otheros demo says that it uses CPU rendering. Previously, I had only seen v1.1, which using RSX, which I am not interested in because I have new firmware and am not interested in hacking around it. The reason why you don't see many games of this type is because it...
by sopordave
Thu May 15, 2008 10:00 am
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6268

Games using stripped down linux kernel?

I'm a recent PS3 owner, and have been browsing various forums the past few days taking in the current state of the homebrew scene. From what I can tell, there seems to be a whole bunch of people interested in the topic, but very few applications because of the mentalities: 1. No access to the RSX, s...
by sopordave
Thu May 15, 2008 9:37 am
Forum: PS3 Linux Development
Topic: FPS Gaming on PS3 Linux
Replies: 10
Views: 9337

I think all those games are software rendered. Most of them are not "true 3d". Quake II supports OpenGL. Also, be careful about confusing "true 3d" and hardware acceleration. Descent was "true 3d", and used a software renderer (not about hardware acceleration in the se...