Search found 195 matches
- Thu Aug 18, 2005 11:15 am
- Forum: PSP Development
- Topic: How to swizzle textures?
- Replies: 11
- Views: 6839
- Tue Aug 16, 2005 7:04 am
- Forum: PSP Lua Player Development
- Topic: KaboomPSP 0.1
- Replies: 8
- Views: 9489
- Mon Aug 08, 2005 2:37 am
- Forum: PSP Development
- Topic: rendering with multiple command queues
- Replies: 8
- Views: 3280
Re: rendering with multiple command queues
The current libgu pretty much assumes you create a single large command buffer, you fill it up, submit it, and synchronously wait for it to complete. No, this is not how it works. Have you seen the function sceGeListUpdateStallAddr? This tells the Gu that it can begin drawing, up to this address. S...
- Fri Aug 05, 2005 12:01 pm
- Forum: PSP Development
- Topic: doxygen-docs
- Replies: 15
- Views: 6152
That's an old problem that has been fixed. Don't use the "Beta" psp sdk, just get oopo's toolchain script from http://www.oopo.net/consoledev/ and run it to install the toolchain and pspsdk.
- Fri Aug 05, 2005 5:31 am
- Forum: PSP Development
- Topic: p-sprint (psp keyboard emu)
- Replies: 77
- Views: 61812
- Thu Aug 04, 2005 10:46 am
- Forum: PSP Development
- Topic: p-sprint (psp keyboard emu)
- Replies: 77
- Views: 61812
- Thu Aug 04, 2005 10:41 am
- Forum: PSP Development
- Topic: Random Integer Generation
- Replies: 25
- Views: 13349
- Thu Aug 04, 2005 10:17 am
- Forum: PSP Development
- Topic: Random Integer Generation
- Replies: 25
- Views: 13349
- Thu Aug 04, 2005 8:52 am
- Forum: PSP Development
- Topic: Random Integer Generation
- Replies: 25
- Views: 13349
You still don't get it. Read my above post again. It has nothing to do with zero. The problem is that modulo is not generally an exact n->1 mapping with the same n for each input number. In my example with a rand function that gives output 0-5 and use modulo 4, 0 and 4 will map to 0, 1 and 5 will ma...
- Thu Aug 04, 2005 8:19 am
- Forum: PSP Development
- Topic: Random Integer Generation
- Replies: 25
- Views: 13349
Krevnik, read cyod's post again. The bias comes DIRECTLY from the modulo. Modulo is not some magic range restricting function. If you have an RNG giving you numbers 0-5 and use a modulo 4, you will get on average twice as many zeros and ones as twos and threes. The same problem scales upwards althou...
- Thu Aug 04, 2005 8:06 am
- Forum: PSP Development
- Topic: Random Integer Generation
- Replies: 25
- Views: 13349
- Thu Aug 04, 2005 7:30 am
- Forum: PSP Development
- Topic: Random Integer Generation
- Replies: 25
- Views: 13349
- Sat Jul 30, 2005 7:19 pm
- Forum: PSP Development
- Topic: Current directory without main args?
- Replies: 4
- Views: 1698
- Sat Jul 30, 2005 5:00 pm
- Forum: PSP Development
- Topic: What is the fastest way to copy from VRAM to VRAM ?
- Replies: 6
- Views: 2168
Yeah unaligned accesses are to be avoided :) Strange that your struct method is so much faster. I must be too used to MSVC whose memcpy implementations (yes it has several, from just inserting MOVs to various unrolled loops). Maybe GCC isn't as good at memcpy intrinsic optimization, or something is ...
- Sat Jul 30, 2005 3:36 pm
- Forum: PSP Development
- Topic: What is the fastest way to copy from VRAM to VRAM ?
- Replies: 6
- Views: 2168
- Sat Jul 30, 2005 7:22 am
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4443
I haven't heard of any hardware directly supporting a matrix palette the way you imagined PSP did, except possibly the Geforce6800 where you can use fp textures read in the vertex shader as matrix palettes. I meant using indices stored per vertex to address matrix in the array. That functionality w...
- Sat Jul 30, 2005 4:01 am
- Forum: PSP Development
- Topic: Matrix Skinning
- Replies: 10
- Views: 4443
I haven't heard of any hardware directly supporting a matrix palette the way you imagined PSP did, except possibly the Geforce6800 where you can use fp textures read in the vertex shader as matrix palettes. Yes you have to split your meshes up, but that's true for everything from PC to Xbox to NDS t...
- Fri Jul 29, 2005 9:36 am
- Forum: PSP Development
- Topic: DJSP v0.14a release 8-25-2005
- Replies: 30
- Views: 27747
- Thu Jul 28, 2005 4:29 pm
- Forum: PSP Development
- Topic: psp office
- Replies: 6
- Views: 1953
- Thu Jul 28, 2005 3:21 pm
- Forum: PSP Development
- Topic: Hang when writting in VRAM
- Replies: 2
- Views: 1489
- Thu Jul 28, 2005 8:06 am
- Forum: PSP Development
- Topic: 2 questions regarding 3D rendering
- Replies: 14
- Views: 5005
- Thu Jul 28, 2005 4:51 am
- Forum: PSP Development
- Topic: 2 questions regarding 3D rendering
- Replies: 14
- Views: 5005
Mipmapping with trilinear filtering and everything works fine but you have to generate and supply your own mipmaps. My texture tool can help you with this. http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip.
- Thu Jul 28, 2005 1:04 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 150264
- Wed Jul 27, 2005 2:29 pm
- Forum: PSP Development
- Topic: 2 questions regarding 3D rendering
- Replies: 14
- Views: 5005
- Wed Jul 27, 2005 1:12 am
- Forum: PSP Development
- Topic: clutmode, clutload & sync
- Replies: 4
- Views: 2227
- Wed Jul 27, 2005 1:02 am
- Forum: PSP Development
- Topic: found how to use color function (filtering)
- Replies: 8
- Views: 3518
- Mon Jul 25, 2005 3:35 pm
- Forum: PSP Development
- Topic: PSP GPU Coding
- Replies: 8
- Views: 3049
- Sun Jul 24, 2005 2:49 pm
- Forum: PSP Development
- Topic: Rotating a 2D sprite in libGU?
- Replies: 8
- Views: 3550
- Sat Jul 23, 2005 9:29 am
- Forum: PSP Development
- Topic: Need help understanding a few things.
- Replies: 6
- Views: 2406
- Fri Jul 22, 2005 4:00 am
- Forum: PSP Development
- Topic: Dividing by small numbers causes crashing ?
- Replies: 3
- Views: 2078