Search found 565 matches
- Sat Oct 11, 2014 4:18 pm
- Forum: Programming Discussion
- Topic: 4kb Rotating Cube Demo
- Replies: 43
- Views: 4725
- Fri Oct 10, 2014 9:43 pm
- Forum: Programming Discussion
- Topic: 4kb Rotating Cube Demo
- Replies: 43
- Views: 4725
Re: 5k Rotating Cube Demo
The pvr API is lower level than the GL library and exposes the GPU capabilities directly, so it makes sense to use it. Still, I wouldn't call the GL library a wrapper, it does a lot of extra things for you, clipping and multi-texturing for example. If it doesn't suit your needs yet you should try to...
- Sun Oct 05, 2014 7:46 am
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 26649
Re: New Open GL API Released
Good Afternoon. I've checked out the latest version of the API, but now I get the following error : /home/jaerder/development/Tools/dreamcast/kallistios/utils/bin2o/bin2o romdisk.img romdisk romdisk.o kos-cc -o bin/main.elf bin/asset_loader.o bin/data_estructures.o bin/dc_render.o bin/fnt_parser.o ...
- Tue Sep 30, 2014 12:46 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 26649
Re: New Open GL API Released
Why does get active texture always return 0? GL_ACTIVE_TEXTURE params returns a single value indicating the active multitexture unit. The initial value is GL_TEXTURE0. See glActiveTexture. Problem is, the PVR does not support multi-texture in hardware. Basically, that means we need to transform/sub...
- Mon Sep 29, 2014 2:45 am
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 26649
Re: New Open GL API Released
Nice release! I will also get back to GL dev soon. I'm just really busy at work now.
I like that you replaced custom functions with standard ones.
Why does get active texture always return 0?
I like that you replaced custom functions with standard ones.
Why does get active texture always return 0?
- Sun Sep 07, 2014 12:41 pm
- Forum: Programming Discussion
- Topic: Long tristrips slow on PVR?
- Replies: 5
- Views: 757
Re: Long tristrips slow on PVR?
Ah yeah I just remembered you added that glEnable flag! You got me there
- Sun Sep 07, 2014 9:59 am
- Forum: Programming Discussion
- Topic: Open GL API Error Reporting
- Replies: 50
- Views: 9047
Re: Open GL API Error Reporting
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer) doesn't take a size argument, normals always have 3 components.
The example basic/elements/main.c needs to be fixed in this regard, too.
The example basic/elements/main.c needs to be fixed in this regard, too.
glNormalPointer(3, GL_FLOAT, 0, NORMAL_ARRAY);
- Sun Sep 07, 2014 5:48 am
- Forum: Programming Discussion
- Topic: Long tristrips slow on PVR?
- Replies: 5
- Views: 757
Re: Long tristrips slow on PVR?
But that brings up an interesting link to Microsoft's Developer Network about optimizing code for WinCE on DC. http://msdn.microsoft.com/en-us/library/ms834190.aspx Now that sounds completely opposite of what I quoted before.. Send as many vertices as possible in a single DrawPrimitive call. This i...
- Sat Sep 06, 2014 3:39 pm
- Forum: Programming Discussion
- Topic: Long tristrips slow on PVR?
- Replies: 5
- Views: 757
Long tristrips slow on PVR?
Somebody on http://www.pouet.net/prod.php?which=54656 wrote when you generate strips you don't want the longest possible strips (in my experience 6 to 15 triangles is the optimal size) because the final rendering performance is dependent on the number of tiles covered by the bounding rectangle occup...
- Tue Sep 02, 2014 1:09 am
- Forum: Programming Discussion
- Topic: CFLAGS chosen for kos
- Replies: 7
- Views: 1106
Re: CFLAGS chosen for kos
Why is -fno-strict-aliasing used for KOS?
Since this has serious performance implications I assume you're fighting gcc bugs again or KOS involves lots of code ignoring the strict aliasing rule?
Since this has serious performance implications I assume you're fighting gcc bugs again or KOS involves lots of code ignoring the strict aliasing rule?
- Mon Sep 01, 2014 5:24 pm
- Forum: Programming Discussion
- Topic: sq_cpy and pvr_scene_begin_txr
- Replies: 2
- Views: 373
sq_cpy and pvr_scene_begin_txr
Two quick questions: - Why is the src argument in void * sq_cpy(void *dest, void *src, int n) not const? Can sq_cpy change src? - Why does void pvr_scene_begin_txr(pvr_ptr_t txr, uint32 *rx, uint32 *ry) take pointers as arguments? Is something written back to them? I assumed by value passing at first.
- Sat Aug 30, 2014 11:17 am
- Forum: Programming Discussion
- Topic: CFLAGS chosen for kos
- Replies: 7
- Views: 1106
Re: CFLAGS chosen for kos
As for the warning on printf("%f", 0.0f), that's because printf("%f", ...) assumes that the argument passed is a double -- cast your argument properly and you won't get that warning. That said, that warning is awfully silly, since the C standard says exactly what should happen i...
- Sat Aug 30, 2014 7:06 am
- Forum: Programming Discussion
- Topic: CFLAGS chosen for kos
- Replies: 7
- Views: 1106
CFLAGS chosen for kos
Hey, I stumbled upon a bug recently that made me take a closer look at the chosen CFLAGS for kos (kos-cc -v). Configured with: ../gcc-4.7.3/configure --target=sh-elf --prefix=/opt/toolchains/dc/sh-elf --without-headers --with-newlib --enable-languages=c --disable-libssp --disable-tls --with-multilib...
- Fri Aug 29, 2014 11:09 am
- Forum: Programming Discussion
- Topic: Issues with render to texture.
- Replies: 3
- Views: 575
Re: Issues with render to texture.
PH3NOM, When you say vertex buffer you mean frame buffer, right?
- Sun Aug 17, 2014 11:26 am
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 26649
Re: New Open GL API Released
Congratulations and thanks for the work!
Unfortunately I'm too busy to play around with this right now, but I will try to once I have more free time. It also really makes me want to dev on the DC instead of in an emulator.. I will have to figure out where to get cables and such
Unfortunately I'm too busy to play around with this right now, but I will try to once I have more free time. It also really makes me want to dev on the DC instead of in an emulator.. I will have to figure out where to get cables and such
- Thu Aug 14, 2014 8:51 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 23650
Re: Quake 3 lightmaps - PVR Multi-Texture
I think if you factor in animations, sounds, game logic and physics (and texturing to a lesser extent), the CPU time can go up quite dramatically. As it is you would only be allowed to add 12ms to still hit 30 FPS. Where do the 16ms CPU time come from exactly? Are you by chance repeating the same tr...
- Wed Aug 06, 2014 12:24 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 23650
Re: Quake 3 lightmaps - PVR Multi-Texture
I was wondering whether you can replace those 8 dot products with two matrix multiplications to gain some speed. Put the vectors on the right side into the matrix and multiply it by cv, then do the if checks after the matrix multiplication (or just write "bbox_in = result[0] > 0 + result[1] > ...
- Tue Aug 05, 2014 5:24 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 23650
Re: Quake 3 lightmaps - PVR Multi-Texture
byte Q3BSP_LeafIsVisible(Q3_BSP_LEAF *leaf, vector3f *cam, vector3f *cv) { float dot; byte bbox_in = 0; vec3f_dot(cv->x, cv->y, cv->z, cam->x - leaf->mins[0], cam->y - leaf->mins[1], cam->z - leaf->mins[2], dot); if(dot > 0) ++bbox_in; vec3f_dot(cv->x, cv->y, cv->z, cam->x - leaf->mins[0], cam->y -...
- Mon Aug 04, 2014 12:59 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 23650
Re: Quake 3 lightmaps - PVR Multi-Texture
PVS System ? What's a PVS system ? http://en.wikipedia.org/wiki/Potentially_visible_set BSP has a very efficient data structure to reduce the amount of polygons you need to render depending on the view point. If ph3nom were to implement the visibility tests, he would be able to render much bigger a...
- Sat Aug 02, 2014 7:58 am
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 9039
Re: Random WIP shots
This reminds me to get my obj loader to output indexed vertex arrays since my actual vertex arrays are unindexed. Does anyone know a good algorithm to do so ? Your OBJ loader will create a vertex buffer (coordinate, normal, uv) and an element array buffer (indices). In OBJ's f command you will find...