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Author Topic: MIT - Most Interesting Threads (worth a read!)  (Read 13810 times)
Raphael
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« on: June 17, 2007, 01:15:27 PM »

I just had the idea to create a (sticky) thread, that contains links to the most interesting threads (meaning they contain answers to problems as well as background information) that were already created in this section (C/C++ help), because lots of people want to learn about specific things that were already discussed here, but sometimes lack the specific idea for what to search.
Also, it's a good read for anyone that just wants to learn a few things.

I'll go starting with a few threads that I repeatedly quoted and those are mainly threads that I attended too, for the simple fact that I know exactly what was discussed in there (rather than just trying to advertise myself Wink. I'll try to add more when I read through some older threads. Also, if you find any interesting threads that are not listed here, feel free to post them Smile

NOTE: Don't bump those old topics if you have questions that can easily be put in a new thread with a reference to the original thread!

GU / graphics programming / graphics.c
- swizzling, images in vram & optimization of graphics.c
- chunked image drawing to optimize speed
- scaled image drawing (thumbnails etc.)
- image rotation + ortho projection
- more on ortho projection
- let things glow (VectorInfector style)
- FPS counters and the 59.9* limit
- sceGuStart and the display list
- PSP's fixed point vertex format (GU_TEXTURE/VERTEX/NORMAL_16/8BIT)
- texturing and lighting
- (alpha) blending whoes
- special effects (reflections/motion blur/shinyness)
- Vertex arrays and vertex indexing
- matrices
- drawing sprites with 3D models (when to disable zbuffering)
- mixing GU drawing with direct VRAM writes (pspDebugScreenPrint)
- triangle strips
- Projections and transformations
- PSP's lame clipping issues
- using GU's vertex morphing to animate MD2 models + an efficient way to update the keyframe vertex arrays
- depth testing + alpha blending modes
- Correct rotations in three space + some basic quaternion lesson Razz
- On planes, normals and 3D collision

Coding projects
- Coding your own emulator


General programming issues
- #define and a common problem
- stacks & subroutines/functions
- Macros vs. functions
- Infix & Postfix notation (reverse polish notation)
- a bullet system
- when to use and not to use threads
- C++ and pure virtual functions
- data type sizes
- structure alignment issues
- more on structure alignment issues
- floats and why to know how they work
- arrays and pointers
- Finding angle of analog stick
- structures in memory/padding
« Last Edit: October 25, 2007, 10:15:20 AM by Raphael » Logged

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« Reply #1 on: June 17, 2007, 02:24:06 PM »

Good idea Raph.

Good starting list too Smile
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rocklee123
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« Reply #2 on: June 18, 2007, 11:11:38 AM »

i have a request if you raphael have anything of the sort, im very interested in learning the GU for 2-d polygons to start, and the tuts stickied in this section on the GU are amazing, but ive strived hard to no avail to master it, so to aid me i downloaded the source code for Luminex, a game rumored very great for GU learning, and when i looked at it, i was suprised to not only see many things in the tut on this site that seemed so unnesesary that Luminex did in no time...my question is do you have a thread that might show GU learning along this line of simplicity...

Luminex source code available for DL.

http://www.psp-hacks.com/download.php?id=717

look at some of the functions to draw shapes...i think eventually i will get on with the tut on this sites GU learning but until then i think if someone could explain this kind to me id be well on my way...
« Last Edit: June 18, 2007, 11:41:20 AM by rocklee123 » Logged
Raphael
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« Reply #3 on: June 18, 2007, 11:47:00 AM »

Quote
only see many things in the tut on this site that seemed so unnesesary
What tut are you referring to? Yeldarb's tutorial with the graphics.c? Or the converted NeHe tutorials from the wiki?
Luminex also uses graphics.c and just expands the drawing functionality with a few primitives (though in a very inefficient way). So I don't really see what it does better then the tutorials here.
Maybe you also care to explain what kind of stuff you think is "unnecessary" in the tutorials?

Just asking for "can someone explain GU for 2d to me" won't work, because it's not explained in one sentence or one even one post. So unless you have specific questions, I doubt we can help you apart from referring to reading the tutorials and look at other source codes that make better use of the GU (OSlib).
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http://wiki.fx-world.org - VFPU documentation wiki
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rocklee123
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« Reply #4 on: June 18, 2007, 09:14:45 PM »

Quote
Just asking for "can someone explain GU for 2d to me" won't work, because it's not explained in one sentence or one even one post.

ok ok i'll give you that, ands thats my bad, what im really trying to say is are there any threads i should read up on first before I take the GU tuts here... http://www.psp-programming.com/forums/index.php?action=globalAnnouncements;id=1

or do you have a thread for how to simply draw a shape into memory then overlay a texture onto that shape using just the GU, skip all the graphics.h functions...

sorry again, it was rather poorly phrased on what i really wanted, so i hope this helps a bit.
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« Reply #5 on: June 19, 2007, 05:19:58 AM »

Quote
or do you have a thread for how to simply draw a shape into memory then overlay a texture onto that shape using just the GU
That sentence suggests me, you should first take a read on how hardware rendered computer graphics (polygon rasterization) really work. Unless you just worded it badly again, it sounds like you think you first have to draw the shape yourself and then tell GU that it should apply a texture onto that shape.
You need to know how polygons are defined by vertices. Also, notice that a graphics chip is only able to draw straight lines and (filled) triangles. So you need to be able to make up your shapes from those primitives. If you don't want to learn that (which is a possible way), then you are forced to use other people's libraries that already provide you with functions that draw your shapes (OSLib/vLib/graphics.c).

Quote
skip all the graphics.h functions...
I'm still unsure about that point, because I still don't know what you mean by "all the". Is it the init function? The guStart/End functions?
Anyway, you are not forced to use graphics.h for anything. It's just a (more or less) convenient way to setup the GU and control it with simple function calls (it's a wrapper for sceGu). You can easily write your own functions that do the same or alternatively, just use plain sceGu* function calls in your application to achieve the same (if you understand how it works).
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Don't push the river, it flows.
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« Reply #6 on: June 19, 2007, 04:33:09 PM »

 Exclamation the whole triangle based thing was new to me, as was all things related to gu as im just starting to learn it...

i suppose i will just have to pay more attention to my mistakes when taking the GU tuts on this site so that i may better undrstand what i am doing and pose better questions for you guys so that i may learn a tad better. This thread was a great idea by the way and i did learn a few interesting things, all i can say now is simply await my rather noobish GU questions in the forums, as trial and error is what i will be working on starting today, thnx again, some karma added for your time Raphael...
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« Reply #7 on: June 23, 2007, 06:19:27 AM »

Nice post Raphael.. I just have one problem with it... You're posting all my "nooby" threads! Razz

Seriously, I'm glad you posted. Some great reference material.
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Raphael
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« Reply #8 on: June 23, 2007, 07:05:29 AM »

We all were noobs once Wink The only question is if the things we asked were really helpful and teached us (and maybe others - even the one that answered) something. And I suppose all of the threads listed to be of such nature, so nothing to be ashamed of Smile
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Don't push the river, it flows.
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Alexander Berl
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« Reply #9 on: June 23, 2007, 07:28:33 AM »

What I noticed, is that at the time, I never found some people's post very helpful, but now actually knowing it, I see that what I needed to know was straight in front of me and I just needed to elaborate on it.
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« Reply #10 on: June 24, 2007, 05:12:40 PM »

I was hoping some one would post this! I see a few of mine are in there. I always wanted to see an 'article', or at least a set of posts that would help other's with their questions. This is a good start!
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« Reply #11 on: June 24, 2007, 06:58:04 PM »

Interesting idea...
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« Reply #12 on: July 11, 2007, 11:24:41 AM »

This is a great idea. Smile But I just re-read some of these. Those I have written anything in makes it blatantly obvious what a moron I am. When trying to help someone I seem to always completely miss the question and then answer something that is both irrelevant and wrong. Luckily Raphael and IWN steps in and saves the day in the end. Ah, well. Smile 

Should this one be added? http://www.psp-programming.com/forums/index.php?topic=1460.msg13431;topicseen#msg13431
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« Reply #13 on: July 11, 2007, 01:10:19 PM »

does anyone knoe what this means?:
error:expected declaration or statement at end of imput...
so what should i do?
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« Reply #14 on: July 12, 2007, 02:43:26 AM »

@Abhoth: I added the thread, thanks Smile

@psp35: This is NOT a help thread. Apart from that the error description itself won't help much without the exact line of code that gives the error.
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Don't push the river, it flows.
http://wordpress.fx-world.org - my devblog
http://wiki.fx-world.org - VFPU documentation wiki
http://www.homebrew-illuminati.co.uk - serious homebrew development for all platforms
Alexander Berl
"A good mod is a combination playground monitor, priest, big brother/sister, psychiatrist, professor and more."
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