thanks weak! its working now....
just swapped the two lines in the class....
greets
lumo
Search found 410 matches
- Wed Jan 25, 2006 2:27 am
- Forum: PSP Development
- Topic: scegumdrawarray parameters
- Replies: 4
- Views: 1175
- Wed Jan 25, 2006 12:27 am
- Forum: PSP Development
- Topic: scegumdrawarray parameters
- Replies: 4
- Views: 1175
- Tue Jan 24, 2006 10:29 pm
- Forum: PSP Development
- Topic: scegumdrawarray parameters
- Replies: 4
- Views: 1175
scegumdrawarray parameters
my current code got color, x,y,z so the parameters are: GU_INDEX_16BIT|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D the next step is: nx, ny,nz, color, x,y,z so the parameters should be: GU_INDEX_16BIT|GU_NORMAL_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D followed by: u,v,nx, ny,nz, colo...
- Thu Jan 19, 2006 3:00 am
- Forum: PSP Lua Player Development
- Topic: Bitmap font class
- Replies: 4
- Views: 2949
- Thu Jan 19, 2006 2:57 am
- Forum: PSP Development
- Topic: sceGumDrawArray and huge models
- Replies: 2
- Views: 1242
- Wed Jan 18, 2006 10:39 pm
- Forum: PSP Development
- Topic: sceGumDrawArray and huge models
- Replies: 2
- Views: 1242
sceGumDrawArray and huge models
as sceGumDrawArray is defined: void sceGumDrawArray ( int prim, int vtype, int count, const void * indices, const void * vertices ) if i pass to count a value like unsigned shor it works fine when i switch over to unsigned long the model gets fucked up (no other changes in code...) a...
- Mon Jan 16, 2006 11:19 pm
- Forum: PSP Lua Player Development
- Topic: Drawing circles
- Replies: 8
- Views: 3401
- Sun Jan 15, 2006 8:41 pm
- Forum: PSP Lua Player Development
- Topic: Lua Table to XML (and Back)
- Replies: 6
- Views: 3241
possibly this might help:
LUA to XML parser
greets
lumo
PS: might be another nice 'plugin' for luaplayer
LUA to XML parser
greets
lumo
PS: might be another nice 'plugin' for luaplayer
- Sun Jan 15, 2006 8:26 pm
- Forum: PSP Development
- Topic: max t&l verticies?
- Replies: 10
- Views: 2648
- Sat Jan 14, 2006 8:51 pm
- Forum: PSP Development
- Topic: Pictures and meshes
- Replies: 1
- Views: 855
possibly a bit late reply but... better any feedback than none also jpeg is now supportet, you can grab the libraries from svn; further the models.. some guys are writing importers for models (afaik some are already done) i was not able to find any sourcecode (released importers) possibly i just did...
- Fri Jan 13, 2006 12:14 am
- Forum: PSP Development
- Topic: raw filename... and alpha
- Replies: 9
- Views: 2160
the logo_start is defined in the logo.o file and search the forums, theres info about loading up pngs, and as for alpha ive yet to attempt it but i will in the next day or so so ill post my findigns here i already write down png-screenshots, and able to load pngs, but not sure if its accepted as te...
- Fri Jan 13, 2006 12:08 am
- Forum: PSP Development
- Topic: SDL problem after install
- Replies: 5
- Views: 1890
- Thu Jan 12, 2006 11:47 pm
- Forum: PSP Development
- Topic: homebrew won't work T_T (error 80020148)
- Replies: 7
- Views: 2376
- Thu Jan 12, 2006 11:39 pm
- Forum: PSP Development
- Topic: raw filename... and alpha
- Replies: 9
- Views: 2160
well actually i do not care if i have to link images into my PBP or load em (at least at my current status) but i would like to know how i can define where i can load it (i can build the objects as i can use the sample makefile and mod it...) @alpha, the interesting part is i can save RGB with Alpha...
- Thu Jan 12, 2006 10:48 pm
- Forum: PSP Development
- Topic: raw filename... and alpha
- Replies: 9
- Views: 2160
raw filename... and alpha
i looked through the sample with some textures and i found following code: extern unsigned char logo_start[]; in the cube sample it loads the logo.raw but NOWHERE in the code is the filename specified... not even the makefile says somethign about it... logo.o: logo.raw bin2o -i logo....
- Thu Jan 12, 2006 10:05 pm
- Forum: PSP Development
- Topic: SDL problem after install
- Replies: 5
- Views: 1890
- Thu Jan 12, 2006 8:39 pm
- Forum: PSP Development
- Topic: SDL problem after install
- Replies: 5
- Views: 1890
SDL problem after install
hello! i was going to build some sdl stuff so i grabbed the latest from svn yesterday; i compiled it as shown in the README.PSP everything went fine, no errors; after compiling i downloaded the lbreakout2 from svn to test if svn is working properly; first of all ./configure told me that sdl-config i...
- Thu Jan 12, 2006 12:43 am
- Forum: PSP Development
- Topic: dynamic memory allocation problem, please help
- Replies: 14
- Views: 2971
- Thu Jan 12, 2006 12:22 am
- Forum: PSP Lua Player Development
- Topic: Core Project: External libraries
- Replies: 30
- Views: 23366
- Wed Jan 11, 2006 11:58 pm
- Forum: PSP Development
- Topic: dynamic memory allocation problem, please help
- Replies: 14
- Views: 2971
- Wed Jan 11, 2006 5:38 am
- Forum: PSP Development
- Topic: normals... how to pass to sceGuDrawArray
- Replies: 6
- Views: 1736
- Wed Jan 11, 2006 4:17 am
- Forum: PSP Development
- Topic: normals... how to pass to sceGuDrawArray
- Replies: 6
- Views: 1736
- Wed Jan 11, 2006 2:33 am
- Forum: PSP Development
- Topic: max t&l verticies?
- Replies: 10
- Views: 2648
- Wed Jan 11, 2006 12:38 am
- Forum: PSP Development
- Topic: normals... how to pass to sceGuDrawArray
- Replies: 6
- Views: 1736
normals... how to pass to sceGuDrawArray
i found a thread here which tells me that i have to add normals to my model information.. actually thats not the problem... the main problem is... if you have 1 vertex which is used by eg. four faces you do not only have one nv (x,y,z) further you have 4... as its used in the samples: struct Vertex ...
- Tue Jan 10, 2006 6:25 am
- Forum: PSP Development
- Topic: light intensity & model
- Replies: 2
- Views: 1240
- Tue Jan 10, 2006 12:55 am
- Forum: PSP Development
- Topic: light intensity & model
- Replies: 2
- Views: 1240
light intensity & model
how can i set the intensity of a light?
or the radius?
further, how can i move the model instead of the camera?
Thanks in Advance
lumo
PS: ambient color makes whole set lighter...
i am testing with the settings from lights sample...
4 lights there, but only one shows up
or the radius?
further, how can i move the model instead of the camera?
Thanks in Advance
lumo
PS: ambient color makes whole set lighter...
i am testing with the settings from lights sample...
4 lights there, but only one shows up
- Mon Jan 09, 2006 7:05 pm
- Forum: PSP Lua Player Development
- Topic: Fading In and out
- Replies: 5
- Views: 2260
in an 8888 image (32bit)justatest wrote:can u post the sample code of 'aplha gradients'? i dont get the syntax usage .
all values are 0..255
psp's color format is 0xAABBGGRR
so you have to change value 0xAABBGGRR
to achieve blending, the stepsize depends on how fast you want to blend...
greets
lumo
- Sun Jan 08, 2006 1:41 am
- Forum: PSP Lua Player Development
- Topic: pspgl
- Replies: 11
- Views: 4423
what about leavin' the gu routines you already added and add gl? so ppl can choose what to use? note: Gu seems quite similar to gl so why throw away (ok the porting part makes sense!) greets lumo PS: its like trying to hit a veloceraptor... when my code is nearly finished luaplayer changes formats *...
- Sat Jan 07, 2006 11:53 pm
- Forum: PSP Development
- Topic: faces over vertices, 'smart' sceGumDrawArray?
- Replies: 10
- Views: 2122
great! its no more crashing, although the result is not what i expected :D the loaded mesh is no cube... possibly the index starts at 0 not at 1 as i did it... going to figure that out... if some one knows for sure, let me know EDIT: i was right, had to decrease the indices per one, so starts at zer...
- Sat Jan 07, 2006 11:24 pm
- Forum: PSP Development
- Topic: faces over vertices, 'smart' sceGumDrawArray?
- Replies: 10
- Views: 2122