Search found 19 matches

by Kannagi
Thu Jan 17, 2019 8:26 am
Forum: Beats of Rage Development
Topic: DC code source
Replies: 2
Views: 3642

Re: DC code source

After I don't remember how the palette works in the PVR lib, but the Dreamcast is limited for the palette, because you can only store 1024 colors. (so 4 palettes of 256 colors). If you want more, you have to send the palette every time. Otherwise, it's not the twittled format that compresses (it's j...
by Kannagi
Wed Dec 19, 2018 8:57 am
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

Ok, I'll look at that when I have time, thanks for the info.
at least I see that the dev Saturn is doing well on a lot of point :)
by Kannagi
Thu Dec 13, 2018 10:41 am
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

@radgegames Thank you, I should think to make a usable version one of these days ! It's true, just discover it a little before you see your answer. The GTE costs this instruction 6 cycles. According to my calculations in SS would be 9 cycles. I suppose that in DC, the SH will be similar, worse in fe...
by Kannagi
Mon Dec 10, 2018 1:38 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

Thank you, 1) So, yes, the PS1 has an instruction about it, it serves for the "Backface culling" 2) I didn't understand the comparison (But it seems to me that the PS1 has a dot product). Otherwise, the assembly of Saturn does not worry me, and that the SH2 is known, it is better than the ...
by Kannagi
Sun May 13, 2018 10:12 am
Forum: Programming Discussion
Topic: Blending polys in the TR list
Replies: 13
Views: 1623

Re: Blending polys in the TR list

I don't think the lib pvr has such a bug (well, from what I've seen, it correctly returns colors). Are you sure that the error does not come from the way you configure TA_TSP_SRCALPHA and TA_TSP_DSTALPHA? For my part I put 1 and 0 for polygon and 1 and 5 for sprites. I did not read the second post, ...
by Kannagi
Sat May 12, 2018 12:37 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

Well, I have news since :) I finally add my 2D functions, do 4 times the same code in a slightly different way is a bit painful. This results in: https://image.noelshack.com/fichiers/2018/19/6/1526139575-all2d.png It took me a lot of time because I wanted to manage the 8bpp / 4bpp for each platform....
by Kannagi
Wed May 09, 2018 3:25 pm
Forum: Programming Discussion
Topic: 3d kgl pvr texture format
Replies: 24
Views: 2980

Re: 3d kgl pvr texture format

The concept of VBO does not exist on the consoles of 6th generations (apart perhaps on XBOX). But the default dreamcast has a vertex buffer, the normal ones are not registered in it (the calculations are done only on the CPU side). And the textures are already in vram. The only way to gain speed in ...
by Kannagi
Sat May 05, 2018 9:16 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 1892

Re: Graphics corruption on real hardware

I assure you, I have the same concern, I had to put the main function with the -O0 option for my code to work !
by Kannagi
Mon Apr 30, 2018 10:48 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 1892

Re: Graphics corruption on real hardware

The demo hurts the eyes on real console ^^' I have never used the lib pvr for rendering (just looked at its source code for creating the context and initializing the DC). I never had this kind of bug during my tests, the lib pvr uses semaphores so it will have avoided this kind of bug. You should te...
by Kannagi
Mon Apr 30, 2018 7:02 am
Forum: Programming Discussion
Topic: Graphics corruption on real hardware
Replies: 9
Views: 1892

Re: Graphics corruption on real hardware

I advise you to use lxdream for testing, even if it does not work very well for commercial games, it is strangely enough faithful to the real machine in terms of speed and bug. Nevertheless no emulator emulates the cache memory (whether on Dreamcast or otherwise), so if you have data sent using a DM...
by Kannagi
Sun Apr 29, 2018 8:53 am
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

Thank you, yes that's right I did not put anything "z-near clipping " and "lighting". I will also put "Viewing frustum culling" and "Contribution culling" (it will be possible to enable/disable). Yes, I prefer inline asm but it is only a preference it is true ...
by Kannagi
Sat Apr 28, 2018 3:20 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

Thank you, I'm waiting for my lib is usable for really advertising !
But I went on the Discord, to see what other Dreamcast developers did and talked about my project ;)
by Kannagi
Sat Apr 28, 2018 1:09 am
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

Re: I present you a new multiplatform 3D library: LMP3D

Thank you, so I tested the vqenc program, and I have the compressed VQ that works! This makes 64 texture of 512x512 possible ^^ I will try to update to make a usable version of the lib ;) @lerabot Thank you , This will allow my project to have more visibility and be seen as serious if it has a signi...
by Kannagi
Thu Apr 26, 2018 4:08 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: I present you a new multiplatform 3D library: LMP3D
Replies: 16
Views: 6005

I present you a new multiplatform 3D library: LMP3D

Hello,I will talk here mainly about the dreamcast version. I use only very little lib pvr, the code is a new version or a modified version of the code of the lib pvr. The lib can load a 3D model, read a .tar file (equivalent to a .zip without compression), pcx, png and bmp. Currently it can display ...
by Kannagi
Thu Jul 31, 2014 3:20 am
Forum: Programming Discussion
Topic: KGL help
Replies: 9
Views: 1147

Re: KGL help

Your APi interested me, I work with the pvr but it will be a little long.
Thank you for glEnable(GL_KOS_NEARZ_CLIPPING).
by Kannagi
Wed Jul 30, 2014 9:47 am
Forum: Programming Discussion
Topic: KGL help
Replies: 9
Views: 1147

Re: KGL help

Ok , thank you ;)
by Kannagi
Wed Jul 30, 2014 4:53 am
Forum: Programming Discussion
Topic: KGL help
Replies: 9
Views: 1147

Re: KGL help

I see, I'll work on the clipping. I have another question for transparency. I did this: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); and : png_load_texture("/rd/mytexture.png", &texture_pvr, GL_ARGB4444_TWID,&w, &h); glGenTextures(1, &id); glBindTe...
by Kannagi
Tue Jul 29, 2014 2:10 am
Forum: Programming Discussion
Topic: KGL help
Replies: 9
Views: 1147

Re: KGL help

Yes I use now Z coordinate, I do not like this method, it forces me to use global variables to increment.
For 3d, I have always the problem of clipping, what solution ?

demo :
http://www.mediafire.com/download/urjdk ... c_demo.elf
by Kannagi
Mon Jul 28, 2014 4:00 pm
Forum: Programming Discussion
Topic: KGL help
Replies: 9
Views: 1147

KGL help

J'ai eu so much probleme with kgl , the first a problem is clipping. I modified gluPerspective ( zNar, zFear) but it does not change the clipping. For 2D, PC, GL_Ortho + gl_disable depht,for draw 2D example: gl_draw background gl_draw text But Kgl, the background will display first and will not see ...