Search found 42 matches

by 111
Thu Jun 15, 2017 7:08 pm
Forum: Programming Discussion
Topic: Shadows/Lights example?
Replies: 14
Views: 2414

Re: Shadows/Lights example?

Shadows/Lights example?
Image
("shadow" is a modifier volume in "cheap shadow" mode)

I'll probably write some PVR tutorials eventually (if nobody else will), once I finish my game (not gonna happen soon)
by 111
Sun Jun 11, 2017 9:50 pm
Forum: Programming Discussion
Topic: how does one get started in DC programming?
Replies: 5
Views: 1057

Re: how does one get started in DC programming?

Short answer: learn C(++). Longer answer: - programming for dreamcast (or any other "retro console") is very hard (next to impossible if you have no programming experience at all). Even building KOS on its own is not easy (if you use Windows), so you should start with that and see if you can handle ...
by 111
Sat Jun 03, 2017 2:30 am
Forum: Programming Discussion
Topic: Tracking memory usage
Replies: 6
Views: 793

Re: Tracking memory usage

I just need a function to tell me roughly how much memory is left and then I can probably figure out what's going wrong. copypaste from my framework (based on that openbor code): /*////////////////////////////////////////////*/ #include <malloc.h> static unsigned long systemRam = 0x00000000; static...
by 111
Tue May 16, 2017 5:07 pm
Forum: Programming Discussion
Topic: Freeing Texture problem?
Replies: 18
Views: 1884

Re: Freeing Texture problem?

I'll look at the PNG loading code again before sending code. it's probably the case, I've already encountered something like this: http://dcemulation.org/phpBB/viewtopic.php?f=29&t=104054 Do you know if there's a function like pvr_mem_available() or any thing else useful I could use to keep track o...
by 111
Thu Aug 18, 2016 6:20 am
Forum: Programming Discussion
Topic: Help building Kos 2.0/Dc-chain
Replies: 37
Views: 3270

Re: Help building Kos 2.0/Dc-chain

try this guide:
http://www.dcdev.org/howtos/compile-kos.htm

worked (almost) perfectly for me (aside from kos-ports part, you should manually build whatever you want with "make install clean").
by 111
Wed Aug 17, 2016 1:36 pm
Forum: Developmental Ideas
Topic: DCJAM 2016 - Anyone here entering
Replies: 2
Views: 2332

Re: DCJAM 2016 - Anyone here entering

I was going to join, but unfortunately I don't think I will be able to meet the deadline. I do have something playable already, but I don't want to release it as "rushed tech demo with poor presentation". But we'll see.


also, this: viewtopic.php?f=34&t=104010
by 111
Thu Jul 28, 2016 1:33 pm
Forum: Programming Discussion
Topic: KGL - textures and memory managment
Replies: 3
Views: 804

Re: KGL - textures and memory managment

...indeed, fixing it took just as much as adding

Code: Select all

fclose(tex);
to the end of glTextureLoadPVR()

Thank you so much! You're a life saver.
by 111
Thu Jul 28, 2016 6:43 am
Forum: Programming Discussion
Topic: KGL - textures and memory managment
Replies: 3
Views: 804

KGL - textures and memory managment

While browsing example programs, I noticed that after loading textures using glTextureLoadPVR() there was no code to unload them. I thought it was like this simply because it was not needed for such small demos. So I tried to use glDeleteTextures(), but it does not seem to work at all. And the quest...
by 111
Fri Jul 15, 2016 5:16 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

I commented that out, because it's invalid OpenGL (those constants don't exist). Seems like KGL accepts this, although it shouldn't.. it works just fine though. I did not do this on purpose really, it was copy-pasted from the examples. And since I did not receive any compilation errors, I just left...
by 111
Thu Jul 14, 2016 7:35 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

bogglez wrote:Is this more like what you expected?
aside from missing texture filtering - yes.

("lvl.obj" is still rendered incorrectly though, no clipping issues, it is just does not look the way it should)
by 111
Thu Jul 14, 2016 6:28 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

Opengl32.lib is your AMD driver, so you're already doing that (as you said in your previous post). Does the result look correct on Windows? Nobody here said you're stupid or doing it wrong. I suggested the comparison with Windows to find out where the problem is. We've never seen this problem in ot...
by 111
Thu Jul 14, 2016 4:47 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

Make a Windows executable that links to nvidia/ATI drivers. If the windows executable also looks bad then your program is definitely at fault. I use visual c++ and link with opengl32.lib and glu32.lib. What do you mean by "link to nvidia/ATI drivers"? I have an AMD GPU, if that matters. I have a be...
by 111
Wed Jul 13, 2016 12:05 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

Have you considered creating a Windows/Linux executable and comparing that to the Dreamcast executable? That would make sure the opengl implementation is correct. ... but isn't KGL is a wrapper for pvr api? How is it possible to build windows executable with it? And if it was not clear, I do develo...
by 111
Wed Jul 13, 2016 12:34 am
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

Can you optimize your code to use arrays instead of immediate mode? I am curious if that changes anything, as you can see I have written 2 source files to handle each case uniquely. tried that. Same result. You can change that value and do a clean re-build of the lib to change the NearZ Clipping Pl...
by 111
Tue Jul 12, 2016 12:16 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

So I've read this: http://gamedev.stackexchange.com/questions/67886/why-nearby-triangles-tend-to-disappear and this: http://stackoverflow.com/questions/7378632/frustum-plane-calculus From one of the answers, I guess current KGL implementation is done this way: if any point in the polygon falls behin...
by 111
Mon Jul 11, 2016 11:04 pm
Forum: Programming Discussion
Topic: KOS OpenGL: maximum triangles on-screen?
Replies: 10
Views: 2315

Re: KOS OpenGL: maximum triangles on-screen?

No, this is not exactly a skeletal animation (I almost implemented it first, but I had some troubles with exporting\assigning skinning data the way I wanted (only 1 bone per vertex with weight = 1), so I went for a simpler approach). It's an "object transform" animation (used in games like resident ...
by 111
Mon Jul 11, 2016 10:29 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

You need to enable NearZ Clipping: glEnable(GL_KOS_NEARZ_CLIPPING); just tried that. Still no luck :( glEnable(GL_KOS_NEARZ_CLIPPING); glBegin(GL_TRIANGLES); msh_render_IM(&msh_player); /* there is no glBegin() in that routine, only IM calls*/ glEnd(); /* glDisable(GL_KOS_NEARZ_CLIPPING); <---- unc...
by 111
Mon Jul 11, 2016 4:03 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

Setting z to a higher value will cut off even more geometry, since the clipping plane will be further forward. yes, that's exactly what I expected to see. But as I said, almost nothing changed. I'd try reducing 1000.f to a smaller value. The interval of 0.1f to 1000.f can cause some precision issue...
by 111
Mon Jul 11, 2016 3:11 pm
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

Re: KGL Clipping Issue

Split to it's own topic. No need to try too hard to find an appropriate topic when you have a question that doesn't fall neatly into another topic. 111, it's ok to open an own thread. ok, got it. Your camera's near plane is colliding with the geometry. Basically the ground is trying to stick out of...
by 111
Mon Jul 11, 2016 10:58 am
Forum: Programming Discussion
Topic: KGL Clipping Issue
Replies: 23
Views: 2724

KGL Clipping Issue

=============================== Not sure if it is an appropriate thread (couldn't find anything like "general KGL thread"), but here goes... I have some weird (clipping?) issues. Here is a test scene: http://i.imgur.com/eSDrkPn.jpg sometimes it looks fine (especially when camera is zoomed out a lot ...