Search found 565 matches

by bogglez
Sun Nov 02, 2014 11:07 am
Forum: Programming Discussion
Topic: Porting woes
Replies: 4
Views: 504

Porting woes

Hey everyone, I just ported a piece of software that I wrote to the DC and encountered some issues I had to workaround. It was much less painful than I expected, though (great job!). I'm not too familiar with KOS internals so I'm not sure how to best patch these or whether the changes are wanted. GC...
by bogglez
Sun Nov 02, 2014 6:38 am
Forum: Programming Discussion
Topic: Texture compression size comparison study
Replies: 27
Views: 6593

Re: Texture compression size comparison study

Hey, The VQ compression ratio is fixed at 1/8th of the uncompressed size, plus a 2kB overhead for the codebook. Any texture format supported by the PVR2DC can also utilize VQ compression. So in the end, the compressed sizes are: (num_pixels / 4 + 2048) for 16BPP images (RGB565, ARGB1555, ARGB4444, ...
by bogglez
Sun Nov 02, 2014 5:31 am
Forum: Programming Discussion
Topic: powervr2 limits
Replies: 44
Views: 11466

Re: powervr2 limits

I think you should find a good balance. In general the fill rate is not a problem on the DC, but memory consumption for geometry is. Fill rate is a problem on the GCN and PS2 because they use rasterizer graphic pipelines, unlike the DC which uses a deferred tiled renderer (a raycaster), but they hav...
by bogglez
Sat Nov 01, 2014 3:08 pm
Forum: Programming Discussion
Topic: powervr2 limits
Replies: 44
Views: 11466

Re: powervr2 limits

The PVR in particular can only help with that using Gouraud shading, bump maps and texture compression. Bump maps can make planes look as if they had 3D detail. In general good texture work becomes more important than before. You could also perform ray tracing in software to get perfectly round shap...
by bogglez
Sat Nov 01, 2014 9:24 am
Forum: Programming Discussion
Topic: Texture compression size comparison study
Replies: 27
Views: 6593

Texture compression size comparison study

Hey everyone, I just tried to find out how much of an advantage VQ compressed textures give over uncompressed textures in VRAM and on disc. Just sharing my findings here, in case anybody else wondered. What I did: 1. Downloaded a mesh from Dead or Alive 4 of the character Kokoro. 2. Converted the DD...
by bogglez
Sat Nov 01, 2014 6:41 am
Forum: Programming Discussion
Topic: Random WIP shots
Replies: 35
Views: 9039

Re: Random WIP shots

Just added support for rendering polygons with compressed textures or colors to my libgl15.

Code is here: https://bitbucket.org/bogglez/libgl15/s ... ?at=master
libgl15_2014_11_01.png
by bogglez
Sat Nov 01, 2014 5:53 am
Forum: Programming Discussion
Topic: 8C07FE68 WARN Accumulation buffer not supported
Replies: 8
Views: 1048

Re: 8C07FE68 WARN Accumulation buffer not supported

Try going back to the current revision, but doing a "make clean" on all of KOS, libgl, and your code, then rebuilding each (in the same order, of course). I have a feeling that one of those was not re-built after commit b38b50, which added stuff to the pvr_poly_cxt_t structure (which coul...
by bogglez
Fri Oct 31, 2014 10:47 am
Forum: Programming Discussion
Topic: 8C07FE68 WARN Accumulation buffer not supported
Replies: 8
Views: 1048

Re: 8C07FE68 WARN Accumulation buffer not supported

Seems to be caused by

Code: Select all

pvr_poly_cxt_t c;
c.blend.src_enable = PVR_BLEND_ENABLE;
by bogglez
Fri Oct 31, 2014 4:08 am
Forum: Programming Discussion
Topic: 8C07FE68 WARN Accumulation buffer not supported
Replies: 8
Views: 1048

Re: 8C07FE68 WARN Accumulation buffer not supported

That's an error in lxdream it seems: https://bitbucket.org/bogglez/lxdream/src/f9f8ef16e1c15d5dc90357cb955740ef8c32e491/src/pvr2/glrender.c?at=master#cl-205 int srcblend = POLY2_SRC_BLEND(poly2); int destblend = POLY2_DEST_BLEND(poly2); glBlendFunc( srcblend, destblend ); if( POLY2_SRC_BLEND_TARGET(...
by bogglez
Mon Oct 27, 2014 12:33 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: 3d software for dreamcast
Replies: 14
Views: 4754

Re: 3d software for dreamcast

I'm not sure whether it was part of the Katana SDK or separate, but there seems to have been some kind of 3DS Max exporter plugin for the Sega Ninja mesh format that was used on the Dreamcast?
That said, you can always write your own exporter for Blender and use that.
by bogglez
Sun Oct 26, 2014 4:06 pm
Forum: Programming Discussion
Topic: powervr2 limits
Replies: 44
Views: 11466

Re: powervr2 limits

cube_b3 wrote:If you have a look at the cancelled games that were intended for DC such as Virtua Fighter 4 that graphics were supposed to get much better.
Virtua Fighter 4 was just developed for the Naomi though I think, which has much more horsepower than the DC?
by bogglez
Sun Oct 26, 2014 12:35 pm
Forum: Programming Discussion
Topic: powervr2 limits
Replies: 44
Views: 11466

Re: powervr2 limits

Maybe that's because of the port from the Saturn.. I think the meshes in Dead or Alive 2 look better for example. I don't believe the Dreamcast was pushed after such a short run. The Playstation 2 Developers had many more generations of games. I saw a presentation by the developer house Naughty Dog ...
by bogglez
Sat Oct 25, 2014 3:30 pm
Forum: Programming Discussion
Topic: 4kb Rotating Cube Demo
Replies: 43
Views: 4725

Re: 4kb Rotating Cube Demo

Yes, that's incredibly silly.
by bogglez
Sat Oct 25, 2014 2:06 pm
Forum: Programming Discussion
Topic: 4kb Rotating Cube Demo
Replies: 43
Views: 4725

Re: 4kb Rotating Cube Demo

So Dreso741, when will we be able to try out your lib ? Best Regards. I hope to go into an open testing phase of the graphics module by christmas, but I could always use help with testing, documentation, etc. If you're interested in that PM me and I'll get back to you. Why not create a repo and let...
by bogglez
Sat Oct 25, 2014 9:06 am
Forum: Programming Discussion
Topic: powervr2 limits
Replies: 44
Views: 11466

Re: powervr2 limits

I'm not sure whether those numbers are accurate, but in general something else may be the bottleneck. Think transformation, culling, shading, texture lookups, ...
by bogglez
Sat Oct 25, 2014 8:55 am
Forum: Programming Discussion
Topic: Open GL API Error Reporting
Replies: 50
Views: 9047

Re: Open GL API Error Reporting

bogglez- Good idea to add support for run-time vq-compression ( I don't think this has been implemented in KOS yet? ), and supporting glCompressedTexImage2D. I would like to add that ability to KOS, and then implement into GL. Right now my time is very scarce, but I add that to my queue of things t...
by bogglez
Fri Oct 24, 2014 3:18 am
Forum: Programming Discussion
Topic: 4kb Rotating Cube Demo
Replies: 43
Views: 4725

Re: 5k Rotating Cube Demo

Bump mapping, shadows and fog are supported.
by bogglez
Wed Oct 22, 2014 5:45 pm
Forum: Programming Discussion
Topic: Open GL API Error Reporting
Replies: 50
Views: 9047

Re: Open GL API Error Reporting

Concerning compressed textures: Ph3nom, I realized you added defines for VQ_*_REV textures (BGR instead of RGB, right?). But as far as I know the PVR does not support those. I think those defines should be removed? Also, what about implementing glCompressedTexImage2D? The difference to glTexImage2D ...
by bogglez
Tue Oct 21, 2014 5:57 am
Forum: Programming Discussion
Topic: project development and progress
Replies: 10
Views: 1205

Re: project development and progress

http://yam.20to4.net/dreamcast/hints/index.html This is some of what I'm using for information for math. Beware, the cache section on that website seems to be wrong. It claims that the DC CPU uses a direct mapped cache, but that conflicts with what I read in the CPU manual. Not too sure about this,...
by bogglez
Sun Oct 12, 2014 2:34 pm
Forum: Programming Discussion
Topic: 4kb Rotating Cube Demo
Replies: 43
Views: 4725

Re: 5k Rotating Cube Demo

I still don't know what you actually want. You said you have no interest in KOS so you don't want to point out concrete issues or provide patches. Yet you constantly make very vague statements (e.g. "there are some errors in the documentation"). You tell everybody to just use the official ...