Search found 410 matches

by LuMo
Wed Jan 25, 2006 2:27 am
Forum: PSP Development
Topic: scegumdrawarray parameters
Replies: 4
Views: 1175

thanks weak! its working now....
just swapped the two lines in the class....

greets
lumo
by LuMo
Wed Jan 25, 2006 12:27 am
Forum: PSP Development
Topic: scegumdrawarray parameters
Replies: 4
Views: 1175

thanks,
but the rest with the normals is correct?
weird, works without normals
but fucks totally up when using em...
greets
lumo

PS: only normals are added in class and in scegumdrawarray-parameter
by LuMo
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...
by LuMo
Thu Jan 19, 2006 3:00 am
Forum: PSP Lua Player Development
Topic: Bitmap font class
Replies: 4
Views: 2949

nices stuff!
keep it up :)

greets
lumo
by LuMo
Thu Jan 19, 2006 2:57 am
Forum: PSP Development
Topic: sceGumDrawArray and huge models
Replies: 2
Views: 1242

bugga
at least i know... its not my programming fault :)

thanks
lumo
by LuMo
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...
by LuMo
Mon Jan 16, 2006 11:19 pm
Forum: PSP Lua Player Development
Topic: Drawing circles
Replies: 8
Views: 3401

i was on coding non rectangular figures and filling support but dropped it;
cause i was not fast enough to follow the changes of every luaplayer release

greets
lumo
by LuMo
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
by LuMo
Sun Jan 15, 2006 8:26 pm
Forum: PSP Development
Topic: max t&l verticies?
Replies: 10
Views: 2648

thanks i'll check it (although i am using mel to export my models)
think mel works in ple too (have to test that...)
mel is fucking slow at high res (but psp cant handle that anyway...)

greets
lumo
by LuMo
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...
by LuMo
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...
by LuMo
Fri Jan 13, 2006 12:08 am
Forum: PSP Development
Topic: SDL problem after install
Replies: 5
Views: 1890

ok my fault, i grabbed it from svn to test sdl (actually before i did the testsdl...)
thought its already ported...
by LuMo
Thu Jan 12, 2006 11:47 pm
Forum: PSP Development
Topic: homebrew won't work T_T (error 80020148)
Replies: 7
Views: 2376

trowanate did you kxploit the homebrew?

greets
lumo
by LuMo
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...
by LuMo
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....
by LuMo
Thu Jan 12, 2006 10:05 pm
Forum: PSP Development
Topic: SDL problem after install
Replies: 5
Views: 1890

this sample compiles properly...
by LuMo
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...
by LuMo
Thu Jan 12, 2006 12:43 am
Forum: PSP Development
Topic: dynamic memory allocation problem, please help
Replies: 14
Views: 2971

urchin wrote:just an idea - are you linking against libc++?
1) where can i find libc++?
2) if its inluded in pspsdk how do i add it? in makefile -lc++ ?

greets
lumo
by LuMo
Thu Jan 12, 2006 12:22 am
Forum: PSP Lua Player Development
Topic: Core Project: External libraries
Replies: 30
Views: 23366

we were talking about external "plugins" for a while... if you plan to integrate prx files... the post with GL OR GU is solved, cause you can have both in seperate PRX files then.... @the size of the prx files... i think noone actually cares about the size of the data main prob might be th...
by LuMo
Wed Jan 11, 2006 11:58 pm
Forum: PSP Development
Topic: dynamic memory allocation problem, please help
Replies: 14
Views: 2971

do you need a special package for psp and c++? i do not have this problem, cause i did not write my objects yet but eg: std&#58;&#58;stringstream ss; std&#58;&#58;string s; s.assign&#40;"directory/filename"&#41;; ss << iNumber; ss >> s; ss.clear&#40;&#41;; s...
by LuMo
Wed Jan 11, 2006 5:38 am
Forum: PSP Development
Topic: normals... how to pass to sceGuDrawArray
Replies: 6
Views: 1736

sandberg wrote:You can get my code for this if you want to see how I do it.
sure, i am curious, due: this point is still in front of me
the stuff done now, works smooth
Thanks
lumo
by LuMo
Wed Jan 11, 2006 4:17 am
Forum: PSP Development
Topic: normals... how to pass to sceGuDrawArray
Replies: 6
Views: 1736

i do not exactly get what you mean;
i could create 3 vertex per face to get optimal normals and viewing results
(is it what you mean?)
for i could sum up the normals and normalize em -> data loss but faster

greets
lumo
by LuMo
Wed Jan 11, 2006 2:33 am
Forum: PSP Development
Topic: max t&l verticies?
Replies: 10
Views: 2648

yeah, i got the tex coords. If you want, Ill post the source code if you wanna try to decipher it or modify for you purposes.
would be really cool!

greets
lumo
by LuMo
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 ...
by LuMo
Tue Jan 10, 2006 6:25 am
Forum: PSP Development
Topic: light intensity & model
Replies: 2
Views: 1240

ok will play with those values... but this does not make any sense to me: //color setup unsigned int colors&#91;4&#93; = &#123; 0xffff0000, 0xff00ff00, 0xff0000ff, 0xffff00ff &#125;; //lightning sceGuEnable&#40;GU_LIGHTING&#41;; sceGuEnable&#40;GU_LIGHT0&#41;; sceGuEn...
by LuMo
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
by LuMo
Mon Jan 09, 2006 7:05 pm
Forum: PSP Lua Player Development
Topic: Fading In and out
Replies: 5
Views: 2260

justatest wrote:can u post the sample code of 'aplha gradients'? i dont get the syntax usage .
in an 8888 image (32bit)
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
by 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 *...
by LuMo
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...
by LuMo
Sat Jan 07, 2006 11:24 pm
Forum: PSP Development
Topic: faces over vertices, 'smart' sceGumDrawArray?
Replies: 10
Views: 2122

ok i now took out the loading part to have a look at it alone... after some testing i found something strange... first: load the points to memory -> fine (test per output) for &#40;unsigned int i=0; i < number_of_vertices; i++&#41; &#123; printf&#40;"&#123;%f, %f, %f&#12...