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damark
Joined: 30 Jun 2005 Posts: 1
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Posted: Thu Jun 30, 2005 10:31 am Post subject: GPU? |
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| can someone please tell me if anyone is working on figuring out the GPU? |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Thu Jun 30, 2005 4:08 pm Post subject: Re: GPU? |
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| damark wrote: | | can someone please tell me if anyone is working on figuring out the GPU? |
Please look at the latest PSPSDK in subversion. I've submitted both a library to work with the GPU (not everything figured out yet, but were getting there) and a small sample spinning a 3D RGB-cube. It's a start at least. |
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MindWall
Joined: 10 May 2005 Posts: 70
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Posted: Thu Jun 30, 2005 6:36 pm Post subject: |
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I don't know if you had this info, but just in case you don't and it may be of use...
as the slide says:
LibGU - primary graphics library is very similar to OpenGL
sceGuStart, sceGuFinish, sceGuMaterial, sceGuLight, sceGuDrawArray, sceGuDrawBezier...
LibGUM
matrix stack manipulation
somewhat similar to OpenGL's glu
LibGMO
high-level graphics library
source:
http://pc.watch.impress.co.jp/docs/2005/0323/kaigai_9.jpg
PSP Graphics Core (1)
-3D Curved Surface + 3D Polygon
-Compressed Texture
-Hardware Clipping, Morphing, Bone(8)
-Hardware Tessellator
-Bezier, B-Spline (NURBS)
ex)4x4,16x16,64x64 sub-division
source:
http://www.watch.impress.co.jp/game/docs/20030729/psp07.jpg
as far as PMFS go:
Video playback performed by Media Block
-AVC stream for video
-ATRAC3plus stream for audio
PSP Movie Format (psmf)
-BAsed on MPEG-2 program stream
--header dictates multiplexing
--Libmpeg used to decode
--64x64 smalest video size
--16x16 macroblocks
--Max 480x272
--Playback at 29.97Hz
source:
http://pc.watch.impress.co.jp/docs/2005/0323/kaigai_12.jpg
AVC Decoder
-AVC (H.264) Decoder
-Main Profile
-Baseline Profile
-@Level1, Level2, Level3
-2 hours DVD movie
-4 hours CS Digital
source:
http://pc.watch.impress.co.jp/docs/2003/0730/m21111.jpg
Last edited by MindWall on Sat Jul 02, 2005 7:16 am; edited 1 time in total |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Thu Jun 30, 2005 7:50 pm Post subject: |
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"Compressed Texture" sounds interesting... After a little searching:
http://www.anandtech.com/news/shownews.aspx?i=22852
This means we have DXT-compression available, so we can suddenly fit a lot more textures in that space.. No more VQ-compression. :) I think there's a DXT compression library available at developer.nvidia.com, but I didn't find it when I looked right now. |
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jboldiga
Joined: 20 Jun 2005 Posts: 27
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Sat Jul 02, 2005 3:25 am Post subject: |
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Well no, there's no source available here, so it won't do any good. Atleast previously they had a library available with source that allowed you to encode DXT images. |
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Niek
Joined: 02 Jul 2005 Posts: 1
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Posted: Sat Jul 02, 2005 6:11 am Post subject: |
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I found the following info somewhere on a site (if this is illegal, please delete this post):
[Deleted as it's obviously from the official SDK] |
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mrbrown
Joined: 17 Jan 2004 Posts: 1536
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Posted: Sat Jul 02, 2005 6:19 am Post subject: |
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Niek if you are unsure as to the legitimacy of documentation on another site, ask around before posting here (or at least post a link, so you look more legit).
To add to that, posting info from the official Sony SDK is against the rules, and seeing as how folks are getting banned left and right for that and the other thing, I'll have to give you a warning.
Be careful what you post next time. |
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cable16
Joined: 22 Mar 2005 Posts: 22
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Posted: Sat Jul 02, 2005 6:57 am Post subject: |
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could someone point me to win32 binaries for subversion 1.20?
EDIT: nevermind, they're on the official site :) |
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jboldiga
Joined: 20 Jun 2005 Posts: 27
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Posted: Sat Jul 02, 2005 7:16 am Post subject: |
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| Quote: |
Well no, there's no source available here, so it won't do any good.
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My apologies...I was under the impression you just needed the tools. You are correct though that the source used to be available. Infact I am positive if you email nvidia they will give them to you. They are very good about that kind of stuff. I was on os x and couldnt use their FX tool so they built one for me :) |
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ector
Joined: 12 May 2005 Posts: 195
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Posted: Sat Jul 02, 2005 9:15 am Post subject: |
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| It's not like DXT is complicated though. But I can imagine finding the optimal compression for each block, and also taking into account surrounding blocks for the best image quality, would be a challenge.. |
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jboldiga
Joined: 20 Jun 2005 Posts: 27
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Posted: Sat Jul 02, 2005 12:46 pm Post subject: |
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| now that I think of it...doesnt the latest nvidia sdk (9.0?) have source for the dxt stuff? I would try it but I am not at work so I dont have access to a windoze machine. |
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Kristof
Joined: 20 May 2005 Posts: 46
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Posted: Sun Jul 03, 2005 7:02 pm Post subject: |
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| From what I've heard from developper friends, compressed textures are slow because uncompressed into 32bits texutres in vram. Like on PS2, paletised texture are the best on PSP. |
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