Search found 35 matches
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...
- 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).
- 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.
- 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...
- 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...
- 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,...
- 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?
- 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 ...
- 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...
- 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 ...