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Stencil Functions

 
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McZonk



Joined: 14 Jul 2005
Posts: 35
Location: Germany

PostPosted: Thu Jul 14, 2005 10:53 pm    Post subject: Stencil Functions Reply with quote

At the moment the sceGuStencil..... functions are undocumented. Is it because the behavior is unknown? If not could anyone send me the docu. Perhaps the constants are known?
Otherwise I would try to use the stencil functions like the funtions in OpenGL. If a find find something, I will publish it here.
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jsgf



Joined: 12 Jul 2005
Posts: 254

PostPosted: Wed Jul 20, 2005 6:17 am    Post subject: Re: Stencil Functions Reply with quote

McZonk wrote:
At the moment the sceGuStencil..... functions are undocumented. Is it because the behavior is unknown? If not could anyone send me the docu. Perhaps the constants are known?
Otherwise I would try to use the stencil functions like the funtions in OpenGL. If a find find something, I will publish it here.


I would guess the stencil operations are pretty similar to OpenGL; there should be at least KEEP, REPLACE, ZERO, INVERT, INCR, DECR operations, so there aren't very many combinations to test for. It should be possible to write a program which can test for this.

The stencil functions are the same as for depth and alpha testing, so I'd assume they're the same values.

I bet "GU_UNKNOWN_3" is actually GU_STENCIL_TEST.
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Thu Jul 21, 2005 7:06 pm    Post subject: Reply with quote

Yes, the GE is very much OpenGL-inspired. I have verified and written a sample for how logical color-ops work now, and I copied the different ops straight from gl.h. They've made it way too easy. :)

I'll get on stencil-operations in a little while, there are a few other fields I'm looking into at the moment. Feel free to help out though. :)
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Arwin



Joined: 12 Jul 2005
Posts: 426

PostPosted: Thu Jul 21, 2005 8:27 pm    Post subject: Reply with quote

chp wrote:
Yes, the GE is very much OpenGL-inspired. I have verified and written a sample for how logical color-ops work now, and I copied the different ops straight from gl.h. They've made it way too easy. :)


That was the point with the PSP - they went out of their way, apparently, to make developing for it easy and relatively low-cost. Clever move.
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McZonk



Joined: 14 Jul 2005
Posts: 35
Location: Germany

PostPosted: Fri Jul 22, 2005 3:58 pm    Post subject: Reply with quote

chp wrote:
I'll get on stencil-operations in a little while, there are a few other fields I'm looking into at the moment. Feel free to help out though. :)

I'm on trying around with stencil buffer, I wrote an easy programm to check sample values via loops as parameters to stencil functions.
I hope I can cast realtime shadows over the weekend. Contact me, if you are interesstend in sources.
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McZonk



Joined: 14 Jul 2005
Posts: 35
Location: Germany

PostPosted: Sun Jul 24, 2005 6:57 pm    Post subject: Reply with quote

I got the first simple example with the stencil buffer. Just an easy reflection in a mirror. If I got the shadows working too, I will release source. Perhaps some of you guys can add it as an example in the pspsdk.

http://www.pspupdates.com/2005/07/3d-reflection-sample-for-psp.html
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Sun Jul 24, 2005 7:59 pm    Post subject: Reply with quote

McZonk wrote:
I got the first simple example with the stencil buffer. Just an easy reflection in a mirror. If I got the shadows working too, I will release source. Perhaps some of you guys can add it as an example in the pspsdk.

http://www.pspupdates.com/2005/07/3d-reflection-sample-for-psp.html


Nice! Yes, source would be nice... Both for adding as a sample, and to reduce the amount of unknown stuff in pspgu.h. I'm all ears. :)
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