Search found 35 matches

by Samson
Sat Oct 11, 2008 9:25 am
Forum: devkitARM
Topic: usleep
Replies: 3
Views: 3528

Re: usleep

On a Game Boy Colour game (years ago) I used fractional positions. The sprite structure then stored the speed in pixel-per-frame, and by using a value lower than one I could make it move slower. Obviously I didn't have floating point, but I wrote everything with 16.8 bit fixed point. So when updatin...
by Samson
Sat Oct 11, 2008 9:22 am
Forum: devkitARM
Topic: Dynamic libraries
Replies: 3
Views: 3002

Re: Dynamic libraries

I guess you could try making your own, by putting a function table at the beginning of the binary and compiling as position-independent code (PIC).
by Samson
Wed Sep 24, 2008 10:26 am
Forum: Gamecube/Wii Development
Topic: Bumpmapping problems
Replies: 2
Views: 3561

Re: Bumpmapping problems

BTW, it would be nice to know if people got this to build/run for themselves.
by Samson
Sat Sep 20, 2008 6:58 pm
Forum: Gamecube/Wii Development
Topic: Bumpmapping problems
Replies: 2
Views: 3561

Re: Bumpmapping problems

Oh yeah, just a bit of explanation how it should work, so other people don't have to dig through the patents: Emboss bump mapping You need a displacement texture, that is a grayscale texture that describes how far a point is away from the polygon surface. That is set up as an input texture for two t...
by Samson
Sat Sep 20, 2008 1:16 pm
Forum: Gamecube/Wii Development
Topic: Bumpmapping problems
Replies: 2
Views: 3561

Bumpmapping problems

I'm still trying to get some bump mapping code working on the GameCube, but unfortunately my work and other things leave me no free time at the moment. Here is what I've got so far: http://bin.mypage.sk/FILES/bumpmap_demo.zip The menu is operated from the digital pad: mode 0: emboss bump mapping. Th...
by Samson
Tue Aug 19, 2008 8:33 am
Forum: Gamecube/Wii Development
Topic: State update problem with GX_SetTevOrder
Replies: 1
Views: 2794

State update problem with GX_SetTevOrder

I seem to have a problem with state updates when using GX_SetTevOrder. Before I delve into the guts of gx.c, has anyone else looked into this? The problem is, that my shader setup works differently depending on what shader I run before. If I run GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD1, GX_TEXMAP1,...
by Samson
Thu Jul 03, 2008 10:25 pm
Forum: Gamecube/Wii Development
Topic: GX_SetTexCoordGen2 / GX_LoadTexMtxImm ?
Replies: 0
Views: 3788

GX_SetTexCoordGen2 / GX_LoadTexMtxImm ?

I've got a problem with the texture matrix: The GX_DTTMTXx matrix works exactly as expected, but the GX_TEXMTXx matrix has no influence at all. I'm not sure if it's GX_LoadTexMtxImm or GX_SetTexCoordGen2 that is causing problems. Did anyone have any success using texture matrices?
by Samson
Sat Jun 07, 2008 6:44 pm
Forum: Gamecube/Wii Development
Topic: Setting Indirect Texture Matrix
Replies: 4
Views: 5350

Re: Setting Indirect Texture Matrix

Okay, got it, and after a few tweaks I got it build: on 10.3 I had to install the latest gawk + make, and make sure the script uses them. And the strip failed because it didn't like to be run on scripts (for example powerpc-gekko-embedspu). I adjusted my demo and it works fine. And the scale factor ...
by Samson
Tue Jun 03, 2008 8:08 pm
Forum: Gamecube/Wii Development
Topic: Setting Indirect Texture Matrix
Replies: 4
Views: 5350

Re: Setting Indirect Texture Matrix

The latest CVS version contains GX_SetIndTexMatrix (thanks shagkur!), but I can't seem to link it right now: /opt/local/devkitpro/libogc/lib/cube/libogc.a(lwp.o): In function `__lwp_sysinit': lwp.c:(.text.__lwp_sysinit+0xd6): undefined reference to `__crtmain' lwp.c:(.text.__lwp_sysinit+0xde): undef...
by Samson
Tue Jun 03, 2008 8:46 am
Forum: Gamecube/Wii Development
Topic: Setting Indirect Texture Matrix
Replies: 4
Views: 5350

Re: Setting Indirect Texture Matrix

Just to update based on what I learned working on my demo : The "s" part is controlling the scale of the outgoing coordinates (Block 526), GX_SetIndTexCoordScale seems to be the divider for incoming texcoords. It is important to enable point sampling for the indirect texture if you want tiling, and ...