Search found 19 matches

by Dev
Sun Dec 10, 2017 8:41 am
Forum: Programming Discussion
Topic: tracing values in console
Replies: 2
Views: 618

Re: tracing values in console

It's printing now, thanks.
by Dev
Sat Dec 09, 2017 9:51 pm
Forum: Programming Discussion
Topic: tracing values in console
Replies: 2
Views: 618

tracing values in console

I finally got a chance to put together a proper development environment: have a BBA and a crossover cable to push binaries to the DC via DC-IP, built the latest version of KOS on Linux Mint. I can compile and run code on the DC but can't find an easy way to dump let's say a variable into the system ...
by Dev
Mon Jan 11, 2016 1:31 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

All of these "easy" solutions are inefficient and not the correct/intended way to work with the Dreamcast hardware. They're like forcing a square peg into a round hole. It's better to just cut the crap and use what the graphic processor is designed to work with. It doesn't look that hard.
by Dev
Thu Jan 07, 2016 4:50 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

@bogglez Thanks for useful info again. I figured out what the valid order is following vertices on an actual mesh and then coming up with a series of comparisons that give same values. The original method was making full faces but some out of wrong edges. I should have noticed this by following vert...
by Dev
Wed Jan 06, 2016 2:19 am
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

Does this look like a valid strip? glVertex3f(0.0, 0.2, 0.2); glVertex3f(0.0, 0.2, 0.0); glVertex3f(0.0, 0.0, 0.0); glVertex3f(0.0, 0.0, 0.2); glVertex3f(0.2, 0.0, 0.0); glVertex3f(0.2, 0.0, 0.2); glVertex3f(0.2, 0.2, 0.0); glVertex3f(0.0, 0.2, 0.0); glVertex3f(0.2, 0.2, 0.2); glVertex3f(0.0, 0.2, 0...
by Dev
Sun Jan 03, 2016 8:49 am
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

Did some more hacking around, managed to get vertex data out from selected object. This: import bpy import threading import time import logging for item in bpy.data.objects: logging.basicConfig(level=logging.DEBUG,format='(%(threadName)-10s) %(message)s',) logging.debug(item.name) if item.type == 'M...
by Dev
Sat Jan 02, 2016 6:54 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

@bogglez Thanks for all the info. I made a new git project: https://github.com/rikto/dc_tri-strip_exporter-blender.git At the moment it doesn't export anything yet, just installs in blender correctly as an add-on and adds "Dreamcast .3dc" to the export list. (I made up the extension, at th...
by Dev
Sat Jan 02, 2016 3:09 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

I'm still familiarizing myself with OpenGL and the platform. This is an interesting article: https://msdn.microsoft.com/en-us/library/ms834190.aspx I think it should be in a sticky. The more I read the more I see there's no way around making an exporter. What's the name of that texture format the PV...
by Dev
Thu Dec 31, 2015 10:32 am
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

I see a guy here: https://www.youtube.com/watch?v=jC8VYbxdm7E working in C with OpenGL (same as everyone here) loading an x3d model. He is only using one generic library "xmlHelp.h" for interpreting XML. I need to read up more on how X3D works. From what I see so far x3d seems to be the be...
by Dev
Wed Dec 30, 2015 11:58 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

Why is the quake format considered inefficient on the DC?
by Dev
Wed Dec 30, 2015 9:46 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

I exported few tests from Blender as *.x3d and checked how they look like from inside. This is the default cube: <Coordinate DEF="coords_ME_Cube" point="1.000000 1.000000 -1.000000 1.000000 -1.000000 -1.000000 -1.000000 -1.000000 -1.000000 -1.000000 1.000000 -1.000000 1.000000 0.99999...
by Dev
Wed Dec 30, 2015 4:15 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

@bogglez
Do you have a download link for your *.OBJ converter?

What do you use to export only skeletal animation data and how do you handle it?
by Dev
Mon Dec 28, 2015 8:49 pm
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

@PH3NOM Thanks for the advice. I will use the code when I upgrade KOS. It might be better to group the quads / tris indices separately per-frame, and then batch the primitives down to a single call to glDrawElements()... AFAIK all quads are converted to tris at the end as the graphic processor can o...
by Dev
Sat Dec 26, 2015 7:39 am
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Re: Using blender models in KGL (is jfm the best option?)

I will answer my own question here in case anyone else finds this thread via google. His python export script works. You just have to use version 2.41. Current Blender has been re-written from scratch therefore it's totally different. To test you can edit the "dreamcast.blend" file and swa...
by Dev
Mon Dec 21, 2015 1:11 pm
Forum: Programming Discussion
Topic: Why can't we just do "apt-get install kos"?
Replies: 2
Views: 1363

Why can't we just do "apt-get install kos"?

On GNU/Linux we always use apt-get to install stuff. For example: apt-get install firefox will download firefox browser for you and install it. Why can't we just do "apt-get install kos"? It would downgrade a couple of programs but if you want to develop for a dreamcast you probably don't ...
by Dev
Mon Dec 21, 2015 12:07 pm
Forum: Hardware Modification and Repair
Topic: Any decent and cheap replacement DC shells?
Replies: 3
Views: 4536

Re: Any decent and cheap replacement DC shells?

If shells ever become too expensive to buy let me know and I will make an *.stl file one can download print using an average 3D printer.
by Dev
Mon Dec 21, 2015 9:40 am
Forum: Programming Discussion
Topic: Using blender models in KGL (is jfm the best option?)
Replies: 30
Views: 9375

Using blender models in KGL (is jfm the best option?)

I'm very proficient with Blender. I also have some experience programming but not graphic. However OpenGL looks straightforward to me. So I installed the dev environment, can compile *.c examples, get triangles on screen, create my own *cdi images to load into DCEmul. (I don't currently have my DC w...
by Dev
Mon Dec 21, 2015 9:11 am
Forum: Hardware Modification and Repair
Topic: VMU SD card reader?
Replies: 0
Views: 4122

VMU SD card reader?

Is the controller port fast enough to be able to load roms via VMU? It would be cool if one could just modify the memory card to read SD. It could also hold save files as well. It's designed to transfer data anyway. Expansion slots on the controller is how I think Sega imagined adding more functiona...