Search found 53 matches

by shagkur
Fri Jun 26, 2009 12:32 pm
Forum: Gamecube/Wii Development
Topic: Some HW lighting examples
Replies: 4
Views: 6269

Re: Some HW lighting examples

Hi, do you use Normals in your vertex data? As this is needed for lightning calculations. Also you've to retrive the inverse-transposed matrix of the model-view matrix (which you loaded into the Position Matrix slot) and load it into the Normal Matrix slot. Furthermore it's kinda hard to tell, from ...
by shagkur
Wed Jun 24, 2009 2:26 pm
Forum: Gamecube/Wii Development
Topic: hw lighting
Replies: 4
Views: 6230

Re: hw lighting

Hi,

well those 8 lights are HW lights so kinda hard to get rid of the limitation.
Ofcourse it's possible to set the lights new for each mesh you render in a scene.

regards
shagkur
by shagkur
Wed Jun 24, 2009 2:23 pm
Forum: Gamecube/Wii Development
Topic: not implemented guQuat funcs and others.
Replies: 7
Views: 9121

Re: not implemented guQuat funcs and others.

Hi,

i'm working on them... ;)
Will come back as soon as i got them.

regards
shagkur
by shagkur
Wed Jun 24, 2009 2:22 pm
Forum: Gamecube/Wii Development
Topic: Some HW lighting examples
Replies: 4
Views: 6269

Re: Some HW lighting examples

Hi,

i can't really show you a comprehensive example, but maybe this will help you too:
http://code.google.com/p/wiirrlichtcust/

It's a port of the IrrLicht engine i'm working on. Have a look into gxdriver.cpp for lightning.

Hope this helps.

regards
shagkur
by shagkur
Wed Jun 24, 2009 2:19 pm
Forum: Gamecube/Wii Development
Topic: CAST_Init()
Replies: 1
Views: 3717

Re: CAST_Init()

Hi,

unfortunately yes. At normal startup only GQR0 is initialized. CAST_Init() will initialize the other GQRs too.

regards
shagkur
by shagkur
Tue Jun 16, 2009 4:39 pm
Forum: Gamecube/Wii Development
Topic: not implemented guQuat funcs and others.
Replies: 7
Views: 9121

Re: not implemented guQuat funcs and others.

Hi, thanks alot for having a look at it. :) I've added so far all the C version of those quaternion functions. Additionally i also added PS version for QuatMultiply,QuatNormalize & QuatInverse. So still missing is QuatMtx & MtxQuat as this will take a bit of time to do so. ;) I'd be glad if ...
by shagkur
Mon Jun 15, 2009 4:03 pm
Forum: Gamecube/Wii Development
Topic: not implemented guQuat funcs and others.
Replies: 7
Views: 9121

Re: not implemented guQuat funcs and others.

Hi, first of all: Thanks for the patch. I've taken a look thru and there're a few questions i've. What's the desired result for Normalize? I see you calculate the dot-product/scale from the source quaternion but then just multiply the "unit" quaternion with the scale value. Isn't the "...
by shagkur
Sat Jun 06, 2009 9:02 am
Forum: Gamecube/Wii Development
Topic: alloc from mem2?
Replies: 4
Views: 6965

Re: alloc from mem2?

Hi,

latest SVN already contains a patch for malloc to handle mem2 aswell.
ofcourse mem2 will only be taken if we run out of mem1.

Also there's the lwp_heap API for custom memory management.

regards
shagkur
by shagkur
Wed Apr 22, 2009 9:29 am
Forum: Gamecube/Wii Development
Topic: mp3player broken in libogc 1.7.1a ?
Replies: 4
Views: 6679

Re: mp3player broken in libogc 1.7.1a ?

Hi,

call ASND_Init() prior to MP3Player_Init().

regards
shagkur
by shagkur
Sat Mar 07, 2009 1:11 pm
Forum: Gamecube/Wii Development
Topic: TLUT broken?
Replies: 2
Views: 4596

Re: TLUT broken?

Hi,

yeah, it was indeed broken. I've made a fix. If you're able to build from sources (SVN) then give it a try please.

regards
shagkur