Learning Tiny3D

MonkeyFistz

Member
So today i am learning about tiny3d.Aldostools gave a great advice that any beginner
learning to develop homebrew on a console should look at example projects and modify the existing
source to learn the library functions in and outs.
even for such a simple modification in just drawing text to the screen
it is satisfying to see the changes you made
work when you compile the sample and see it boot.
this is the font sample i am playing around with from tiny3d
the background color has changed and the text color.
the following attached screenshot shows the compiled sample booting in RCPS3 Emulator
i am looking forward to exploring the rest of the homebrew libraries
and continuing this learning experience
starting slow and small just drawing text to the screen
still sifting thru the source code of tiny3d and compiling the individual sample code then booting to see how it works.

https://prnt.sc/19rsxvo
 
if you're working with tiny3d and the RCPS3 emu, you can probably ping @Crystal
he has been doing a lot of work on those areas

I only use ps3 hardware for dev testing so I can't help much with the rcps3 stuff.
no problem! i will see what else i can get going on with the sdk.
will update with my progress.
hope to one day get to a point where i can work with a lib and come up with a decent homebrew demonstrating what i am learning.
:)
 
yes i will be looking at those samples today lots of studying :)
resource management, loading of textures , and proper game pad input and initialization
seem like a decent base for a small home brew :)

also managed to get a hold of some small e books that teach power assembly
as well two different ppc compilers for compiling the instructions into opcodes
busy studying on the go haha.
 
And all of this for blurry output image and textures downscalled to 16bit. :D
I'm pretty sure you can have nice pictures. The big 'mistake' is to use the virtual resolution suggested by estwald (800x512), then it's scaled to real resolution. That's why it's blurry and ugly.

It would be better to use 2 différents resolutions 480 for 4/3 and 1080 for 16/9.
Like it's done by every sample in cellsdk. Even themes have 2 différents pictures ratio...
 
Ok, that's true but what about 16bit mode of bitmaps/textures (or maybe only 8bit for alpha channel)? We have fight with it with @bucanero in case of Apollo and no matter what, 32bit images have broken pallete spectrum range. Since then, when I heard about Tiny3D I feels some anxiety. ;p
 
Maybe, I didn't notice. The function seems to handle rgba, 8bit for each, so it's 32. Maybe behind, it's doing something... I never noticed tho.
I'll try to make you a sample to prove it :)
 
Ok, that's true but what about 16bit mode of bitmaps/textures (or maybe only 8bit for alpha channel)? We have fight with it with @bucanero in case of Apollo and no matter what, 32bit images have broken pallete spectrum range. Since then, when I heard about Tiny3D I feels some anxiety. ;p

Maybe, I didn't notice. The function seems to handle rgba, 8bit for each, so it's 32. Maybe behind, it's doing something... I never noticed tho.
I'll try to make you a sample to prove it :)

I made a small pkg to show it can display properly a 1080P picture. I don't think it's 'broken' somehow, or maybe I didn't understand something...
I included the src maybe it will help @MonkeyFistz
 

Attachments

Back
Top