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coolkehon
Joined: 20 Oct 2008 Posts: 355
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Posted: Tue Jun 16, 2009 4:12 am Post subject: How do you draw to screen from kernel? |
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| i noticed that irshell does it from kernel and then its plugins init the gu and draw from kernel also how does this work and is it possible to send the gu list that is aligned 16 to a prx and have the prx init from that list so that the prx can draw to the gu also |
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m0skit0
Joined: 02 Jun 2009 Posts: 226
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Posted: Tue Jun 16, 2009 10:20 pm Post subject: |
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pspDebugScreenKPrintf() maybe? _________________
| The Incredible Bill Gates wrote: | | The obvious mathematical breakthrough would be development of an easy way to factor large prime numbers. |
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Torch

Joined: 28 May 2008 Posts: 842
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Posted: Tue Jun 16, 2009 11:13 pm Post subject: |
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There is no existing example of pure kernel GU drawing. The display list must be allocated in user memory to call the GU functions and that is unacceptable. It WILL cause problems in games. There are people who still ignorantly do it in some plugins, please don't. Here's a sample: http://foosa.do.am/MDL_SAMPLE_KERNEL.rar
If you don't need speed then you can take the easy way out and blit pixels to the framebuffer. Here's some code to blit an image to screen: http://forums.ps2dev.org/viewtopic.php?t=11289 |
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