Search found 112 matches
- Sat Jul 19, 2014 11:56 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22772
Re: Quake 3 lightmaps - PVR Multi-Texture
And how does he make the radial blur ? does he copy the whole framebuffer to main memory and perform the blur ? (And if so, how can I get a pointer to the frame buffer) ?
- Fri Jul 18, 2014 1:56 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22772
Re: Quake 3 lightmaps - PVR Multi-Texture
So, I had started working on some code to parse and render Quake 3 bsp's. http://dcemulation.org/phpBB/viewtopic.php?f=29&t=102059&start=20#p1034000 I put a pause on that when I realized that for more reason than one, KGLX was not really well suited for such a task. As I have since decided ...
- Tue Jun 03, 2014 3:07 pm
- Forum: Programming Discussion
- Topic: 3D Z Clipping For the PVR + OpenGL
- Replies: 41
- Views: 8940
Re: 3D Z Clipping For the PVR + OpenGL
Well you just have to release itI am interested to see if anyone is actually able to put my library to good use
- Sat Apr 26, 2014 6:03 pm
- Forum: Programming Discussion
- Topic: Shaders
- Replies: 48
- Views: 6196
Re: Shaders
So therefore, for all purposes unless one implements its own render to texture function with similar functionality as glCopyTexImage2D(), nehe's tutorial mentioned can not be implemented.
- Sat Apr 26, 2014 9:22 am
- Forum: Programming Discussion
- Topic: Shaders
- Replies: 48
- Views: 6196
Re: Shaders
The frame-rate is always going to be half (or less than that) of the frame-rate without the effects as the DC has to render two frames each time. If your engine is running at a smooth 60fps, then you should be able get somewhere between 15 and 30fps depending on optimisations, so you have to be car...
- Sun Apr 20, 2014 8:55 am
- Forum: Programming Discussion
- Topic: Measuring render time.
- Replies: 6
- Views: 950
Re: Measuring render time.
Thank you Bluecbrab, it worked
I dont recall reading about that function on KOS.pdf file.
I dont recall reading about that function on KOS.pdf file.
- Sun Apr 20, 2014 6:02 am
- Forum: Programming Discussion
- Topic: Measuring render time.
- Replies: 6
- Views: 950
Measuring render time.
Good morning. I've been trying to measure the time I take to render each frame on KOS, but sometimes I get odd results such as the start time being bigger than the end time, when using the timer_ms_gettime(); function. My render look is written as follows : void new_draw(pDemoAssetList a) { // measu...
- Sun Mar 30, 2014 3:04 pm
- Forum: Programming Discussion
- Topic: Issues Compiling flex on KOS.
- Replies: 1
- Views: 533
Re: Issues Compiling flex on KOS.
This line is the one that makes my head scratch, since the whole idea of compiling flex on KOS is to have the -lfl linker option available for KOS compiled executables.
Code: Select all
/home/jaerder/development/Tools/dreamcast/sh-elf/lib/gcc/sh-elf/4.8.2/../../../../sh-elf/bin/ld: cannot find -lfl
- Sun Mar 30, 2014 1:29 pm
- Forum: Programming Discussion
- Topic: Issues Compiling flex on KOS.
- Replies: 1
- Views: 533
Issues Compiling flex on KOS.
Good afternoon. I've been trying to compile flex to run on the dreamcast, but i'm keep havint the error : jaerder@jaerder-G50V ~/development/Tools/dreamcast/kos-ports/flex-2.5.39 $ make make all-recursive make[1]: Entering directory `/home/jaerder/development/Tools/dreamcast/kos-ports/flex-2.5.39' M...
- Sat Mar 22, 2014 3:58 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
- Wed Mar 19, 2014 5:34 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
Re: KGL-x issues with interleaved vertex arrays
It's fixed. The issue was related to the fact that backface culling was disabled
- Wed Mar 19, 2014 4:46 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
Re: KGL-x issues with interleaved vertex arrays
And its even more strange if I "explode" the faces in blender (keeping the same number of vertices)
- Wed Mar 19, 2014 4:17 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
Re: KGL-x issues with interleaved vertex arrays
Good Evening. I've decided to write an obj loader instead of writing an exporter for blender. Basically I just load up the vertex, uv and normals information and create new, unindexed arrays. When working with a simple plane, it works fine, but when rendering an exported cube, Ive been seeing some s...
- Fri Mar 07, 2014 3:09 pm
- Forum: Programming Discussion
- Topic: 3D Z Clipping For the PVR + OpenGL
- Replies: 41
- Views: 8940
Re: 3D Z Clipping For the PVR + OpenGL
It certainly looks very promissing !
- Wed Mar 05, 2014 3:48 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
Re: KGL-x issues with interleaved vertex arrays
Well if I iterate over the array and its indices with the following code : void pmesh_draw_test() { int indices_cnt = faces_count[0] * 3 ; int i = 0 ; int ind = 0 ; glBegin(GL_TRIANGLES); for (i = 0 ; i < indices_cnt ; i++) { ind = indexes[i] ; glVertex3f(vertices[ind].x, vertices[ind].y, vertices[i...
- Tue Mar 04, 2014 1:27 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
Re: KGL-x issues with interleaved vertex arrays
Thank you all for the reply. I'm not using glBindFuffer() in my code, i'm instead passing the pointer to the array that was declared on the .h file. (In theory it should work). Is there any example code using vertex arrays in KGL-x that I may take a look at ? Best Regards. Affection56k : I will take...
- Mon Mar 03, 2014 2:59 pm
- Forum: Programming Discussion
- Topic: KGL-x issues with interleaved vertex arrays
- Replies: 9
- Views: 926
KGL-x issues with interleaved vertex arrays
Good evening. I've been trying to get Interleaved Vertex Arrays working with KGL-X, but with no avail. I've been using the following exporter that exports the geometry into a .h header, with the following structure : http://ksolek.fm.interia.pl/Blender/ #ifndef _BLENDER_EXPORT_H_ #define _BLENDER_EX...
- Sat May 11, 2013 6:38 am
- Forum: Programming Discussion
- Topic: [FIXED] Cant compile dcload-serial
- Replies: 4
- Views: 584
Re: Cant compile dcload-serial
I'd recommend grabbing the current sources of dctool and such from the git repository hosted at the same place as the KOS one. That version by default should compile against libelf, instead of libbfd. You'll still need to install libelf, but that should generally be easier to get up and running tha...
- Sat May 11, 2013 6:38 am
- Forum: Programming Discussion
- Topic: [FIXED] Cant compile dcload-serial
- Replies: 4
- Views: 584
Re: Cant compile dcload-serial
double post.
- Fri May 10, 2013 4:35 pm
- Forum: Programming Discussion
- Topic: [FIXED] Cant compile dcload-serial
- Replies: 4
- Views: 584
[FIXED] Cant compile dcload-serial
Good Evening. I've recently re-installed the dc toolchain, and I'm unable to compile dcload, version 1.0.3 complains of bfd.h file, the 1.0.4 version, whose sources I've downloaded from http://gpf.dcemu.co.uk/dctool-1-0-4-and-dcload-1-0-4-14034.html , refuses to compile (and yes, I've set em Makefil...