Search found 565 matches
- 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...
- 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, ...
- 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...
- 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...
- 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...
- 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
Code is here: https://bitbucket.org/bogglez/libgl15/s ... ?at=master
- 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...
- 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;
- 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(...
- 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.
That said, you can always write your own exporter for Blender and use that.
- Sun Oct 26, 2014 4:06 pm
- Forum: Programming Discussion
- Topic: powervr2 limits
- Replies: 44
- Views: 11466
Re: powervr2 limits
Virtua Fighter 4 was just developed for the Naomi though I think, which has much more horsepower than the DC?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.
- 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 ...
- 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.
- 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...
- 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, ...
- 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...
- 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.
- 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 ...
- 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,...
- 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 ...