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This is a discussion on Three new tutorials added (3D c++) within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi folks, I have added three new tutorials. Texture tutorial: This is the first of a series of tutorials on ...
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#1 |
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Hi folks,
I have added three new tutorials. Texture tutorial: This is the first of a series of tutorials on texturing, this will simply explain some basic and function and let you use a texture for a triangle. No optimisations yet in this tutorial. FPS counter: I will show you how ot create a frame per second counter. Updates every second ![]() Screenfading tutorial: This tutorial explains how screenfading can be done. It is really easy ![]() Hope you all like the updates ![]() http://www.ghoti.nl/PSPtutorials.php greets ghoti
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#2 |
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As always, nice work
![]() Bedankt!
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#4 | |
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#5 | |||
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Jij ook bedankt he altijd leuk reactie te krijgen van Nederlanders ![]() Quote:
and it also is useful for me because sometimes I use things that are not so great and people correct me like Xfacter and so I learn also
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#6 |
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Code:
texture = loadImage("texture.png");
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#8 | |
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thanks for that, in a simple sample it did not work but I know now why and it works so indeed you guys were right will change it in the tuts
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#10 | |
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Well I am busy with creating a tutorial at the moment which let you load up triangulated .obj files to let the readers get a feel on how to write code that loads up models but I will not create a super perfect model loader which let you load up everything you want (simply because I can't create a super perfect model loader ) but I think it will be a very handy tutorial for you guys when you want to load 3d models.
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#12 | |
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#15 | |
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e.g Code:
const int MAX_CHAR_BUFFER = 256;
char buffer[MAX_CHAR_BUFFER];
for( int i = 0; i < MAX_NUM_IMAGES ++i )
{
snprintf( buffer, MAX_CHAR_BUFFER, "randomName_%d", i );
textures[i] = loadImage( buffer );
}
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#16 | |
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![]() Ja je gaat het haast denken he
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#17 | |
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Code:
char image_name[56];
int i;
for (i=0; i<DECK_SIZE; i++ ) {
sprintf ( image_name, "./cards/%s.png",cards[i]);
imgObj[i] = oslLoadImageFile(image_name, OSL_IN_RAM, OSL_PF_8888);
}
UPDATE D'oh! Yaustar posted almost the same thing as I posted... Well anyways.. that one uses OSLib to load the image
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#18 | ||
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but now I know I have to remember not to do it.
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#19 |
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so could an lua noob like me learn c++ with this?
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#20 | |
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#21 | |
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Read: http://parabellumgames.wordpress.com...c-programming/
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#22 | |
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| added , tutorials |
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