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Search found 36 matches

by Mills
Wed Jul 10, 2019 2:28 pm
Forum: Programming and Security
Topic: Mip mapping sample
Replies: 8
Views: 640

Re: Mip mapping sample

Well, I did it!. Thanks a lot!. MIPMAPPING.7z It only works if this part of the code is correctly comfigured so that every mip map texture is half the size of the previous one. sceGuTexImage(0,128,128,128,mip0_start); sceGuTexImage(1,64,64,64,mip1_start); sceGuTexImage(2,32,32,32,mip2_start); Below ...
by Mills
Wed Jul 10, 2019 11:43 am
Forum: Programming and Security
Topic: Mip mapping sample
Replies: 8
Views: 640

Re: Mip mapping sample

I set the texture like this: sceGuTexMode(tex->TexFormat,2, 0, 0); sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA); know how to use it. sceGuTexLevelMode(GU_TEXTURE_AUTO, 0.0f); sceGuTexFilter(GU_LINEAR_MIPMAP_LINEAR, GU_LINEAR); //Set your filters according to what you want sceGuTexImage(0, tex->rw, tex...
by Mills
Wed Jul 10, 2019 12:40 am
Forum: Programming and Security
Topic: Mip mapping sample
Replies: 8
Views: 640

Re: Mip mapping sample

Have you tried looking at the textures at an angle, because sometimes the mipmapping only shows then Yes I tried that. This is the source. MIPMAPPING.7z . The images are included as colour arrays in the main.c, and also I included the original pngs. I tried several image sizes from 512x512 to 8x8 (...
by Mills
Tue Jul 09, 2019 11:05 pm
Forum: Programming and Security
Topic: Mip mapping sample
Replies: 8
Views: 640

Re: Mip mapping sample

Take this example of functioning mipmaps: //pWidth, pHeight, are power of 2 width and height. inline void bindMipMaps(Texture* mipmap) { sceGuTexMode(colorMode, 2, 0, swizzled); //ColorMode and Swizzled are of the current texture sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA); //Doesn't necessarily nee...
by Mills
Mon Jul 08, 2019 10:03 pm
Forum: Programming and Security
Topic: Mip mapping sample
Replies: 8
Views: 640

Mip mapping sample

Hi. Anyone got mip mapping working on pspsdk?. I just did not find any working code... If someone is interested this might help. The following code is supposed to work (from the homebrew game kurok), but it just displays the first texture. I loaded the textures so that pixel data is at texturedata0 ...
by Mills
Mon Jan 21, 2019 3:58 pm
Forum: Programming and Security
Topic: Re-Volt PSP port
Replies: 0
Views: 1693

Re-Volt PSP port

Hi. A few weeks ago I discovered rvgl, an opensource port of the racing game re-volt. https://forum.re-volt.io/viewtopic.php?f=8&t=13 The code is not released for public, so I contacted Huki, who has the code at gitlab and I could access it to make a port for the PSP. The good news is I could compil...
by Mills
Thu Jul 06, 2017 6:38 pm
Forum: Programming and Security
Topic: VITA SDK: 3D texture and light
Replies: 2
Views: 2844

Re: VITA SDK: 3D texture and light

Thanks. It looks like I got a very similar code, because i just copied it from the sample, so that does not help me a lot, the problem is something else i'm missing. this is the vertex shader: float4 main( float3 position, float3 normal, float2 texcoord, uniform float4x4 u_mvp_matrix, out float3 out...
by Mills
Thu Jul 06, 2017 3:31 pm
Forum: Programming and Security
Topic: VITA SDK: 3D texture and light
Replies: 2
Views: 2844

VITA SDK: 3D texture and light

Hi. I wanted to create a 3D object loader for PSVITA. The loader itself is working, I loaded ply models to test, and no problem. But i could not find any sample code that includes both texturing and lights at the same time. I can load a textured model without lighting... Or a lighted model without t...
by Mills
Sun May 29, 2016 4:13 pm
Forum: Programming and Security
Topic: Shadow volumes
Replies: 2
Views: 1713

Re: Shadow volumes

Well I solved myself, i'll edit the first post in case someone want to know how this is made.
by Mills
Sat May 28, 2016 10:47 am
Forum: Programming and Security
Topic: Shadow volumes
Replies: 2
Views: 1713

Shadow volumes

I managed to make simple shadows with pspsdk. The process is "simple", you have to generate a cylinder to project a circular shadows: 1- Draw the ground 2- Draw front faces of the cylinder 3- Draw the back faces of the cylinder 4- combine 2 and 3 to get just the circle on the ground, using stencil f...

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