Sorry, I push it to the wikipedia feedback.
And you've right, I've only this flashing background on my emul nullDC not on Demul. Certainly because of the old version of NulllDC.
Search found 82 matches
- Mon Mar 28, 2016 4:47 am
- Forum: Programming Discussion
- Topic: Beware of sprite draw mode UV precision
- Replies: 6
- Views: 947
- Wed Mar 23, 2016 9:57 am
- Forum: Programming Discussion
- Topic: Beware of sprite draw mode UV precision
- Replies: 6
- Views: 947
Re: Beware of sprite draw mode UV precision
I finally tried.
I just worry that the background has flash between grey and black. But perhaps it comes from my emulator. I should test it on a real Dreamcast.
But for now I just added an image in the background.
Without and with background
I just worry that the background has flash between grey and black. But perhaps it comes from my emulator. I should test it on a real Dreamcast.
But for now I just added an image in the background.
Without and with background
- Wed Mar 23, 2016 2:42 am
- Forum: Programming Discussion
- Topic: Beware of sprite draw mode UV precision
- Replies: 6
- Views: 947
Re: Beware of sprite draw mode UV precision
I'll test as soon as possible.
I need to re-install 64 bit Linux OS because texturepacker need it.
I need to re-install 64 bit Linux OS because texturepacker need it.
- Mon Mar 21, 2016 3:07 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
It's amazing.
Thanks for your code, it'll really help the community. And me
Thanks for your code, it'll really help the community. And me
- Sun Mar 20, 2016 3:51 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
OK. I will keep my code for 3d futur games.
I'll make some test with paletted texture.
I'll make some test with paletted texture.
- Sat Mar 19, 2016 11:34 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
Thanks, you save my life
I'm very patient
I'm very patient
- Sat Mar 19, 2016 4:45 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
I have make some new tests with kmg. With 4-bit, 8-bit, 24-bit png with and without transparency. And after with another version of vqenc to verify my compiled version. And optimize with optipng. I always have the bad compression quality on screen like you see on the picture. Left Png, Right Kmg htt...
- Fri Mar 18, 2016 6:51 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
Sorry, I'm talking about the quality of the picture not the size. The size is the good point of the kmg picture. The problem come from the rendering on the screen. I use the code you upload on the compression/size post. For having the same result for every test and the compress vqenc : $(KOS_BASE)/u...
- Fri Mar 18, 2016 6:09 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
Yes, I have made some tests and the output it's not quite as good as tga/png format.
I will post some pictures to show my result.
Some developer think kmg is for 3d object texture and not for sprite. Maybe I've made something wrong, again.
I will post some pictures to show my result.
Some developer think kmg is for 3d object texture and not for sprite. Maybe I've made something wrong, again.
- Fri Mar 18, 2016 5:32 am
- Forum: Programming Discussion
- Topic: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
- Replies: 26
- Views: 3383
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
I have several textures or spritesheet who can not enter into the vram simultaneously. Png Texture for the background level and spritesheet for 2 players and ennemies. I wish load some ennemies spritesheet in ram (16Mo) and copy them in Vram for showing new ennemy. The function "pvr_txr_load&qu...
- Wed Mar 16, 2016 10:22 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6506
Re: Texture compression size comparison study
Thanks very very much. It's wonderful.
I'll continue my dev with loading a full pack of texture to know how much I can upload in DreamCast Memory and draw on screen.
I am the happiest man on earth.
I'll continue my dev with loading a full pack of texture to know how much I can upload in DreamCast Memory and draw on screen.
I am the happiest man on earth.
- Wed Mar 16, 2016 3:58 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6506
Re: Texture compression size comparison study
Please, help me. Can anybody make me a .kmg file from this png to test. http://i84.servimg.com/u/f84/18/89/68/64/fruit10.png As you can see. On the left OpenGL version of .vq file (vqenc -t -v fruit10.png) On the right, pvr version with .kmg file (vqenc -t -k -v fruit10.png) http://i84.servimg.com/u...
- Tue Mar 15, 2016 10:59 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6506
Re: Texture compression size comparison study
Thanks for answer me. I'll begin with vqenc rather than texconv. Texconv compress more but I don't think pvr can read directly from texconv. I use vqenc -k -t image.name. All I have to do now is finding a way to draw kmg at the screen. :mrgreen: I'll look at palette after if I want to make some effe...
- Tue Mar 15, 2016 9:57 am
- Forum: Programming Discussion
- Topic: Wiki feedback
- Replies: 102
- Views: 76115
Re: Wiki feedback
I agree with that. As I'm new, I will certainly ask the same questions again, but I make some search before on forum :mrgreen: I think Compiling KOS on Windows will be great for other newcomers. The biggest problems for me are video memory occupation and drawing texture with 16,8,4-bit. And Threadin...
- Tue Mar 15, 2016 9:57 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6506
Re: Texture compression size comparison study
I'm trying to load texture made with texconv without success : http://i84.servimg.com/u/f84/18/89/68/64/back1_10.jpg #include <kos.h> #include <png/png.h> /* textures */ pvr_ptr_t back_tex; pvr_ptr_t front_tex; /* init background */ void back_init() { back_tex = pvr_mem_malloc(512 * 512 * 2); png_to...
- Tue Mar 15, 2016 8:01 am
- Forum: Programming Discussion
- Topic: Texture compression size comparison study
- Replies: 27
- Views: 6506
Re: Texture compression size comparison study
I test compression with texconv on Linux. I have weird result with 8-bit png image : http://i84.servimg.com/u/f84/18/89/68/64/dragon10.png TGA = 192 ko PNG 8 bit (256c) = 1ko Tex = 10ko (pal8bpp) Tex2 = 18ko (rgb565) For Tex file, I use "texconv --in dragon_walk.png --out dragon.tex -format PAL...
- Fri Mar 11, 2016 9:41 am
- Forum: Programming Discussion
- Topic: kos and kgl compilation error
- Replies: 4
- Views: 772
Re: kos and kgl compilation error
I reinstall a fresh version with the bogglez script. I had a few problems that I solved. I begin with install of gcc/g++ 4.9 . And the Script crash when downloading zlib-1.2.8.tar.gz, I need to compil the kos-ports with root account. But now I have the last version. For the Makefiles, you've right f...
- Fri Mar 11, 2016 9:25 am
- Forum: Programming Discussion
- Topic: Hucast is looking for a coder to build a KOS based Framework
- Replies: 23
- Views: 3347
Re: Hucast is looking for a coder to build a KOS based Frame
OK. So I will look into the Doc and the threading examples.
Thanks.
Thanks.
- Fri Mar 11, 2016 7:49 am
- Forum: Programming Discussion
- Topic: Hucast is looking for a coder to build a KOS based Framework
- Replies: 23
- Views: 3347
Re: Hucast is looking for a coder to build a KOS based Frame
Yes, you can load data from CD without freezing the game. Regarding compression, these forum post of mine should be of help to you: http://dcemulation.org/phpBB/viewtopic.php?f=29&t=103833&hilit=vq+texture+strided+texture#p1049094 http://dcemulation.org/phpBB/viewtopic.php?f=29&t=103369...
- Fri Mar 11, 2016 6:50 am
- Forum: Programming Discussion
- Topic: Hucast is looking for a coder to build a KOS based Framework
- Replies: 23
- Views: 3347
Re: Hucast is looking for a coder to build a KOS based Frame
Hi, I have question about the video ram because I wish to make a 2d game with lot of sprites. I know the video ram is limited to 4Mo. Can I load data from CD to vram while the game is running whitout freeze ? Like Change the sprite image in different part of the same level. May I compress the pictur...