Wrong, PSP handles that automatically, it can even trilinear filter between mipmaps per pixel.ashleydb wrote:You do have to calculate which one to use each frame for each mipmap textured object though.
Search found 195 matches
- Wed Oct 05, 2005 1:42 am
- Forum: PSP Development
- Topic: Best texturing approach on PSP
- Replies: 23
- Views: 8094
- Tue Oct 04, 2005 2:16 pm
- Forum: PSP Development
- Topic: PSP Flower 1.0
- Replies: 37
- Views: 20189
- Tue Oct 04, 2005 9:46 am
- Forum: PSP Development
- Topic: PSP Flower 1.0
- Replies: 37
- Views: 20189
- Tue Oct 04, 2005 9:30 am
- Forum: PSP Development
- Topic: Best texturing approach on PSP
- Replies: 23
- Views: 8094
Yeah the advantage of my format is how ridiculously fast you can load the textures: a single sceRead and a few pointer fixups and you're done, complete with mipmaps, and being swizzled for max efficiency. I really should do some sample code to use textures from my tool from libGu instead of just my ...
- Tue Oct 04, 2005 4:42 am
- Forum: PSP Development
- Topic: CLUT Optimization
- Replies: 4
- Views: 1487
- Tue Oct 04, 2005 4:34 am
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 7430
- Tue Oct 04, 2005 3:22 am
- Forum: PSP Development
- Topic: Texture Mapping with the Gu Lib
- Replies: 24
- Views: 6178
- Mon Oct 03, 2005 2:10 pm
- Forum: PSP Development
- Topic: Texture Mapping with the Gu Lib
- Replies: 24
- Views: 6178
- Mon Oct 03, 2005 11:05 am
- Forum: PSP Development
- Topic: Texture Mapping with the Gu Lib
- Replies: 24
- Views: 6178
- Mon Oct 03, 2005 3:50 am
- Forum: PSP Development
- Topic: newlib/psplibc memory alignment for VFPU
- Replies: 8
- Views: 3002
- Sun Oct 02, 2005 6:27 pm
- Forum: PSP Development
- Topic: Texture Blending
- Replies: 4
- Views: 1495
I can tell you right now that ROAM is NOT the right algorithm for any modern graphics hardware, it's been dead for the last 5 years :) PSP is just like a modern gaming PC, only smaller: it has a VERY strong GPU compared to the CPU. You should therefore shift as much work as possible onto the GPU and...
- Sat Oct 01, 2005 3:29 am
- Forum: PSP Development
- Topic: GDB build errors
- Replies: 4
- Views: 1870
- Sat Oct 01, 2005 1:31 am
- Forum: PSP Development
- Topic: GDB build errors
- Replies: 4
- Views: 1870
GDB build errors
So, wanted to upgrade my pspsdk (it was about a month old) and to be sure I deleted my usr\local\pspdev folder, and downloaded and ran the latest toolchain.sh. After quite a while of compiling, I get: o sim-module.o sim-options.o sim-profile.o sim-signal.o sim-trace.o sim-utils.o sim-watch.o cp1.o i...
- Wed Sep 28, 2005 8:19 am
- Forum: PSP Development
- Topic: Depth Buffer Layout
- Replies: 3
- Views: 1195
- Sun Sep 25, 2005 6:19 pm
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 4953
- Sun Sep 25, 2005 4:52 pm
- Forum: PSP Development
- Topic: Rotation Math Question
- Replies: 4
- Views: 1772
- Sun Sep 25, 2005 5:32 am
- Forum: PSP Development
- Topic: Would there be any interest in something like this?
- Replies: 5
- Views: 2160
- Sun Sep 25, 2005 4:13 am
- Forum: PSP Development
- Topic: Would there be any interest in something like this?
- Replies: 5
- Views: 2160
Would there be any interest in something like this?
It's buggy as hell, contains nasty hacks and is missing a lot of sce* functions.
But it kinda works for some pspsdk samples and some various homebrew.
Lots of homebrew crashes for various reasons though.
- Sat Sep 24, 2005 3:49 am
- Forum: PSP Development
- Topic: PSP gu library. Drawing Lines
- Replies: 7
- Views: 2353
- Sun Sep 11, 2005 3:27 am
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 4649
- Sat Sep 10, 2005 11:29 am
- Forum: PSP Development
- Topic: Number of bones supported by PSP hardware
- Replies: 8
- Views: 4649
- Mon Sep 05, 2005 3:59 am
- Forum: PSP Development
- Topic: Previous EBOOT.PBP available?
- Replies: 5
- Views: 2309
- Sat Sep 03, 2005 12:51 pm
- Forum: PSP Development
- Topic: Distorted Sphere
- Replies: 2
- Views: 1444
- Fri Sep 02, 2005 5:04 pm
- Forum: PSP Development
- Topic: Flickering / missing single-pixel lines/dots?
- Replies: 5
- Views: 1983
- Thu Sep 01, 2005 3:22 am
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 7430
- Tue Aug 30, 2005 4:21 am
- Forum: PSP Development
- Topic: pspsdk missing lots of basic code.
- Replies: 3
- Views: 1484
- Sun Aug 28, 2005 1:46 am
- Forum: PSP Development
- Topic: Confusion about GU Texture swizzling
- Replies: 30
- Views: 7430
Try this function: it is the original function chp optimized for the Wiki submission and I did a small few changes to it (no divides, but shifts instead, etc...). Most compilers replace division by power-of-two integer numbers by shifts. Check the compiler or objdump output to be sure. That's true ...
- Wed Aug 24, 2005 3:30 am
- Forum: PSP Development
- Topic: RGBA rendering not working
- Replies: 5
- Views: 2023
Those problems come from the order you render your objects. For alpha blending to work correctly (and this applies to every platform except the dreamcast), you have to: 1. Render all opaque objects. 2. Make a list of your visible alpha blended objects. Roughly sort it by Z (a single iteration of a b...
- Sun Aug 21, 2005 4:06 pm
- Forum: PSP Development
- Topic: glDrawElements vs glDrawArrays
- Replies: 4
- Views: 1821
- Thu Aug 18, 2005 11:29 am
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D z buffer ordering problem
- Replies: 3
- Views: 1826