Search found 565 matches
- Tue May 23, 2017 2:03 pm
- Forum: Programming Discussion
- Topic: DC-TOOL-IP Linux Tutorial
- Replies: 9
- Views: 2479
Re: DC-TOOL-IP Linux Tutorial
Thank you for the tutorial. I'll leave this open for feedback for a while and eventually add it to the wiki. Please remind me in the future if I forget.
- Tue May 23, 2017 2:02 pm
- Forum: Programming Discussion
- Topic: Freeing Texture problem?
- Replies: 18
- Views: 2489
Re: Freeing Texture problem?
I have split the forum thread: viewtopic.php?f=29&p=1053627
Please don't feel afraid to open a new forum thread once the discussion diverges too much from the original topic.
Please don't feel afraid to open a new forum thread once the discussion diverges too much from the original topic.
- Sat May 20, 2017 7:18 pm
- Forum: Programming Discussion
- Topic: Shadows/Lights example?
- Replies: 14
- Views: 3431
Re: Shadows/Lights example?
Are you working with the PVR API? shadow mapping can't be used effectively on the PVR graphics chip, because it doesn't have shader support. What you need to do in shadow mapping is render from a light's viewpoint to a depth texture (which the DC already can't do), then use this texture from your ca...
- Sat May 20, 2017 7:08 pm
- Forum: Programming Discussion
- Topic: Freeing Texture problem?
- Replies: 18
- Views: 2489
Re: Freeing Texture problem?
If you write some good guides I'm sure you'll get wiki access quickly. If it's one thing we're missing it's documentation
- Sat May 20, 2017 7:03 pm
- Forum: Programming Discussion
- Topic: Is a 2M executable ... unusual?
- Replies: 2
- Views: 426
Re: Is a 2M executable ... unusual?
I wrote a project from the ground up without Kos and newlib that creates executables in the kilobyte range.
Even that became quite fat (1mb?) when I used GCC 6. So disabling certain features, standard library, debugging, runtime checks should go a long way.
Even that became quite fat (1mb?) when I used GCC 6. So disabling certain features, standard library, debugging, runtime checks should go a long way.
- Sat May 20, 2017 6:17 am
- Forum: Programming Discussion
- Topic: Current best way of handling 3D with KOS?
- Replies: 3
- Views: 972
Re: Current best way of handling 3D with KOS?
My library is not finished. Most importantly I did not inplement clipping to the screen plane.
- Fri May 19, 2017 11:41 am
- Forum: Programming Discussion
- Topic: Freeing Texture problem?
- Replies: 18
- Views: 2489
Re: Freeing Texture problem?
Actually fragmentation could be reduced by creating buckets of textures by size or at least something them by size and then putting smaller textures on one end while putting bigger ones on the other. So deallocating a big texture makes room for exactly another new big texture without fragmentation. ...
- Wed May 17, 2017 4:18 pm
- Forum: Programming Discussion
- Topic: Undefined references to C++ functions (stdc++)
- Replies: 14
- Views: 1671
Re: Undefined references to C++ functions (stdc++)
I only know that GCC 6 worked for me for C, didn't test C++.
Just a shot in the dark, but perhaps you can disable some newer C++ library features with command line flags? I'd read the changelog
Just a shot in the dark, but perhaps you can disable some newer C++ library features with command line flags? I'd read the changelog
- Mon May 15, 2017 2:04 pm
- Forum: Programming Discussion
- Topic: Freeing Texture problem?
- Replies: 18
- Views: 2489
Re: Freeing Texture problem?
Yes, it should remove the data from VRAM. But it's also possible that the PNG loading code doesn't free its memory. Once the texture data has been passed to glTexImage2D it should be freed from RAM. And please don't send a huge zip. Just create a minimal test case. Should be simple enough by comment...
- Fri May 05, 2017 1:36 pm
- Forum: Programming Discussion
- Topic: openGL alpha problem
- Replies: 7
- Views: 1312
Re: openGL alpha problem
Author of the tutorial here, sorry I only saw the thread just now.
So everything's fine with the tutorial code?
What emulator did you use which failed to show things correctly?
So everything's fine with the tutorial code?
What emulator did you use which failed to show things correctly?
- Fri May 05, 2017 8:53 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
I assume it was a fluke then.
The glOrtho implementation is correct.
";;" won't cause any problems ever, compilers just warn about it because there's no use case for it (except to make intricate Japanese smileys maybe).
The glOrtho implementation is correct.
";;" won't cause any problems ever, compilers just warn about it because there's no use case for it (except to make intricate Japanese smileys maybe).
- Tue Apr 25, 2017 11:59 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
Can you please post your test case (whole file, but as few code as necessary to show the problem)? I'll look into it then.
- Sun Apr 23, 2017 5:11 am
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Video about evolution of Sonic 3D models
- Replies: 0
- Views: 1058
- Sat Apr 22, 2017 8:53 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
libgl uses the code from pvr.h and related files:
http//gamedev.allusion.net/docs/kos-2.0.0/pvr_8h.html#aa3845a080ca8ad85eabd8905ad2431cf
So search the libgl code for these pvr structs for setting up the depth test and texturing.
http//gamedev.allusion.net/docs/kos-2.0.0/pvr_8h.html#aa3845a080ca8ad85eabd8905ad2431cf
So search the libgl code for these pvr structs for setting up the depth test and texturing.
- Sat Apr 22, 2017 8:37 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
That's messed up! To render with the PVR a command list is used. It consists of a header followed by one or multiple triangle strips. It seems like this header is not set up properly. Perhaps you could look into that? In the Kos documentation it's referred to as polygon header and context (same thin...
- Fri Apr 21, 2017 6:24 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
havent find anything until now, but found somthing other strange file gl-cap.c https://github.com/ljsebald/kos-libgl/blob/master/gl-cap.c line 111-141 GLboolean APIENTRY glIsEnabled(GLenum cap) { if(cap >= GL_LIGHT0 && cap <= GL_LIGHT15) return _glKosIsLightEnabled(cap & 0xFF); switch(c...
- Thu Apr 20, 2017 5:22 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
I assume you didn't find anything else because you ran "make install clean" for the port or you used the build all script which does that. That will download the source code, compile and install it, then delete the code. I think the command you need is make fetch or something.. please look...
- Tue Apr 18, 2017 3:09 pm
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire Early Access Beta Released To Public
- Replies: 56
- Views: 42377
Re: In The Line Of Fire Early Access Beta Released To Public
Thanks for informing us about what happened, Josh. I don't think anybody here had any doubts about your reputation. People just thought you were depressed about the KS failure because you worked so hard, some even wondered whether you got sick or died. But nobody entertained the thought that you wer...
- Wed Apr 05, 2017 7:28 am
- Forum: PSO Gameplay
- Topic: [GC] Patch Batch
- Replies: 42
- Views: 17978
Re: [GC] Patch Batch
What I always wished for for offline play was that all map layouts of all section IDs can be used. E.g. I'm Skyly, get Ruins 1 layout A which is possible with Skyly, then I get Ruins 2 layout B which is only possible with Redria. Is it possible to patch that? I never understood why Sonic Team limite...
- Sat Apr 01, 2017 5:41 am
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2182
Re: Depth Test is not Working
In that case you seem to have found a bug in the new OpenGL implementation..
Sadly I don't have the time to test and fix this myself right now.
If you want to fix this, you can search for GL_DEPTH in kos-ports/libGL. You probably need to change some default setting or make the depth test opposite.
Sadly I don't have the time to test and fix this myself right now.
If you want to fix this, you can search for GL_DEPTH in kos-ports/libGL. You probably need to change some default setting or make the depth test opposite.