Search found 288 matches

by Ghoti
Mon Nov 26, 2007 8:12 pm
Forum: PSP Development
Topic: .obj loader
Replies: 13
Views: 4348

Re: Re

Ghoti: 1: i use -1 because when i was counting the number of faces, I would always get one more than their really is. so i set it to -1 and its worked fine. This will probebly be due to that the last line in the file will be read twice. I had this problem also. I first solved it by including anothe...
by Ghoti
Mon Nov 26, 2007 6:05 am
Forum: PSP Development
Topic: .obj loader
Replies: 13
Views: 4348

few things: 1.) why start the faces with -1? 2.) It looks like that you save the vertices the same order that you read them in model->verts and try to render those, you do not seem to use the faces. You should save the vertexnumbers belong to the faces and those in order so the first three in verts ...
by Ghoti
Mon Nov 26, 2007 5:00 am
Forum: PSP Development
Topic: .obj loader
Replies: 13
Views: 4348

I already have made an .obj loader so I may be of service but what exactly is the problem you encounter?
by Ghoti
Sun Nov 25, 2007 5:33 am
Forum: PSP Development
Topic: Blending hell... (changing transparency)
Replies: 2
Views: 1975

You are missing the enable blend and texture, and setting the correct blend functions before calling the sceGuDraw. Probably something like is what you need sceGuEnable( GU_TEXTURE_2D ); sceGuEnable( GU_BLENDING ); sceGuBlendFunc( GU_ADD, GU_SRC_ALPHA, GU_ONE...
by Ghoti
Sun Nov 25, 2007 3:58 am
Forum: PSP Development
Topic: Blending hell... (changing transparency)
Replies: 2
Views: 1975

Blending hell... (changing transparency)

Hi folks, I have this trianglestrip which is constructed with 4 vertices. No I want to fade out that trianglestrip which has a texture on it. I can fade in and out trianglestrips without textures on it but as soon as I use textures it does not work anymore. Now here is the code I try to use: int Gra...
by Ghoti
Fri Nov 23, 2007 2:51 am
Forum: PSP Development
Topic: Thread calling function from class problem
Replies: 8
Views: 3201

but what I do not understand is why, why does it need the args and argp? why does it have to be an int as return value ? Because that's the definition of a thread entry function, same as the main program entry function main( ... ). Is there a non kernel function for creating and using thread by the...
by Ghoti
Fri Nov 23, 2007 2:36 am
Forum: PSP Development
Topic: Thread calling function from class problem
Replies: 8
Views: 3201

Hi thanks! you are right but I also had to change the function to a static and like this: int LoadingScreen::RunLoadingScreen(SceSize args, void *argp) { but what I do not understand is why, why does it need the args and argp? why does it have to be an int as...
by Ghoti
Fri Nov 23, 2007 1:59 am
Forum: PSP Development
Topic: Thread calling function from class problem
Replies: 8
Views: 3201

Thread calling function from class problem

Hi folks, I am trying to create a simple loadingscreen function. I do it with the sceKernelCreateThread function which create the loading sequence rendering code while the main thread remains loading up models/pictures/variable/files etc.... anyway... that was the idea :) As in the past I have some ...
by Ghoti
Fri Nov 02, 2007 4:49 am
Forum: PSP Development
Topic: Analog joystick
Replies: 3
Views: 1853

Hi I have some info on it in my controls tutorial:
http://www.ghoti.nl/PSPtutorialm5.php

hope it helps

P.S. don't forget to look at the tips section, it covers how the analog stick works and some nice info to use it without problems :)
by Ghoti
Tue Oct 23, 2007 6:51 pm
Forum: PSP Development
Topic: Bezier surface (sceGumDrawBezier())
Replies: 2
Views: 1648

Okay so in that case it is clear that the nine point field I commented out does not work. However as far as I can tell the four pointfiel should. (or is there a minimum?) 1----2 | | | | 0----3 This is how I create the 2x2 bezier patch, it should work as far as I know. Do you know what I am doing wro...
by Ghoti
Tue Oct 23, 2007 6:47 am
Forum: PSP Development
Topic: Bezier surface (sceGumDrawBezier())
Replies: 2
Views: 1648

Bezier surface (sceGumDrawBezier())

Hi folks, I was trying to get a bezier surface rendered but I am in need of extra documentation or help. Since I use the gum matrix function and render functions I also wanted to use the gum version of the bezier function. here is what I have: int GraphicsObject::RenderExampleBezier&...
by Ghoti
Tue Oct 09, 2007 6:14 am
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 31416

Hi

that tutorial is really nice !! Can I use this information on my site? (to help others)
So basicly what you say is you can only run this in higher firmwares, so for game releases there should be a 1.50 release and a 3.x release right?
by Ghoti
Tue Oct 09, 2007 4:00 am
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 31416

So it should be made a fw 2.0 app and it need to be build as a prx?
are there other differences ?
by Ghoti
Tue Oct 09, 2007 12:46 am
Forum: PSP Development
Topic: What has changed in coding for the newer firmwares ?
Replies: 29
Views: 31416

What has changed in coding for the newer firmwares ?

Hi folks, I have created some code and some games for the 1.5 firmwares, that code just works fine onwards to the OE versions (tested up to 3.02 OE) however code that works fine does not work correctly anymore on m33, since I do not want to upgrade to that firmware I am stuck with this problem. Can ...
by Ghoti
Sat Sep 29, 2007 2:25 am
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

Okay I solved the problem however in a very strange way (to me). here is what was the trouble: 1: If you use this code: sceGumMatrixMode(GU_MODEL); sceGumLoadIdentity(); sceGumRotateY(rot); You also have to have a variable: ScePspFMatrix4 world; Why is...
by Ghoti
Thu Sep 27, 2007 7:06 am
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

so using: sceGumMatrixMode(GU_VIEW); sceGumLoadIdentity(); does not work ? It should store the view matrix in memory and then make it an Identity, also my own code (which also does not work) just sets all the parts of the matrix to identity so it is always made to an ...
by Ghoti
Thu Sep 27, 2007 4:09 am
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

Hmmm well I also use now my usual matrix functions but they also do not work :s maybe it has something to do with my graphics initialization: bool GraphicsObject::Init3DGraphics(void) { // Initialize the GraphicalSystem sceGuInit(); sceGuStart...
by Ghoti
Sun Sep 23, 2007 4:37 am
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

Well I create the projection matrix as I have specified in the first post, didn't include it in the last post because i did not change it.

So I do an identity and then a sceGumPerspective, i do it only once in the load function.
by Ghoti
Sat Sep 22, 2007 11:46 pm
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

hmmm k well that also did not the trick too bad but I have learned something extra about the functions :) It does not render the triangle :( this is what i have now: (maybe I forgot something ?) #include "Triangle.h" #include <pspgu.h> #include <pspgum.h> #include "stdio.h" #incl...
by Ghoti
Sat Sep 22, 2007 10:41 pm
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

hmmm thanks I did not know that. however now I get this error:

/usr/local/pspdev/psp/sdk/lib/libpspgum.a(sceGumUpdateMatrix.o): In function `sceGumUpdateMatrix':
/tmp/pspdev/pspsdk/src/gum/pspgum.c:572: undefined reference to `sceGuSetMatrix'

looks like something is wrong in the pspgum files ?
by Ghoti
Sat Sep 22, 2007 10:08 pm
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 4308

using gummatrices instead of own matrices (no rendering)

Hi folks, I have made some stuff with using my own matrices. Now I want to create the same things only with the sceGum matrix functions. So i thought i will make a small example of it but I just can't seem to get it to work :s It renders nothing (what I can see on the screen) hope that you guys can ...
by Ghoti
Wed Sep 12, 2007 9:34 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15152

@taco: Yes i think I am pretty much scr&$%wed, I guess the problem is that the sprite function does something with my view info when using sprites, because otherwise how does the triangle knows what way to face, the reason I guess my trianglestrip works is because I can set the other vertices al...
by Ghoti
Sat Sep 08, 2007 11:13 pm
Forum: PSP Development
Topic: streaming mp3 :)
Replies: 25
Views: 7795

back again after quite a while :)

The buffering is working correctly and without any problems :D

The one big problem is that it is quite slow :(

Now I heard something about using the ME ? is there any progress made on this? example codes or something like that available ?

greets ghoti
by Ghoti
Sat Sep 08, 2007 6:16 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15152

@tacoSunday: Well first what did the trick, first I discovered that the position used the previous model matrix so when I use an identity matrix for the particles the were exactly on the place I wanted them. There was only one problem left, The camera matrix was the same all the time. This was actua...
by Ghoti
Sat Sep 08, 2007 12:42 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15152

Hi, IT WORKS !!!! the particles are now always facing the camera :) whiehieeee!!! thank you guys for your help Vincent_M: Yes I have set the projection now with the loading of the level and that works so that is some speed increase :D thanks for that. I'll look into the other optimizations also, tha...
by Ghoti
Fri Sep 07, 2007 10:34 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15152

@tacoSunday: sprites work now also but very incorrect, I see color but that is everything. You said that the trianglestrip need to be called every time but when I do not i get this behaviour (with depth writing on): http://www.ghoti.nl/test/scshot.jpg It looks as if the quads are rendered without a ...
by Ghoti
Fri Sep 07, 2007 4:37 am
Forum: PSP Development
Topic: sceGuDisable depth write
Replies: 2
Views: 1627

thanks !!
by Ghoti
Thu Sep 06, 2007 9:37 am
Forum: PSP Development
Topic: sceGuDisable depth write
Replies: 2
Views: 1627

sceGuDisable depth write

Hi folks,

can you disable the depth write, i want to enable the test but disable the write, is this posible ?
by Ghoti
Thu Sep 06, 2007 12:44 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15152

Hiya, @tacoSunday: I have tried to alter the camera to the code you provided but It is no use :(, When I change it the camera functions no longer how it should. It does not follow the player anymore. HEY i found something out... If I use 0.0f, 0.0f, 0.0f as the base position for the particlesystem t...
by Ghoti
Wed Sep 05, 2007 6:18 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15152

Yess i know I now also do i-- so that it takes the new value at that point also but thanks for noticing, if you see anything else please let me know.