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Error: Unrecognized command line option "-fconserve-stack" SOLUTION

Platform: ubuntu12.04, Cross Compiler: arm-linux-gcc4.3.2,This error is not found later when using arm-linux-gcc4.5.1 Mini210s Development Board Linux (linux-2.6.35. 7) the following error occurs during source code: .............. .............. LD Drivers/GPU/DRM/I2C/built-in.o LD Drivers/GPU/DRM/built-in.oCC Drivers/GPU/PVR/osfunc. oC0: Error: Unrecognized command line option "-fconserve-stack"Make [3]: *** [Drivers/GPU/

My first foodiethebug experiences

preferably 1024 × 1024. You do not need to make a 2048 × 2048 image. Because some old versions of devices only support a maximum size of 1024x1024. What does it mean to make full use of space? It is to fill up the blank area! You must try your best to fill it up. Because it is a menu interface and other non-game images, because these images do not need to be loaded into a batchnode, you can cross-reference images in multiple scenarios. However, for scenes in the game, it is best to make the rel

"Game engine" in-depth analysis of "textures" in Cocos2d-x 2.0 (iv)

the thread lockClass CCLock;Use Ccimage to process picturesClass Ccimage; Texture ManagerClass Cc_dll Cctexturecache:public Ccobject{Protected:The Dictionary object pointer.Ccdictionary * m_ptextures;Thread critical section. Used to lock dictionary access, seemingly not available. It's blocked here ~pthread_mutex_t *m_pdictlock; Private:Sets the callback function for multi-line loads when loading pictures.void Addimageasynccallback (float dt); Public:constructor functionCctexturecache ();Destr

Asynchronously dynamic loading of images or Plist files in a Cocos2d-x

This chapter only shares the logic of asynchronous loading. If there is anything wrong, I hope you can point it out in time. Currently, there are four types of resources that need to be asynchronously loaded in my code: 1.png. a single png is rarely used. 2. plist and png package resources together 3. plist and pvr. ccz package resources together 4. exported by CocosStudio. exportJson suffix animation file again This chapter only shares the logic of a

How to install Kodi 14.10 RC3 on Ubuntu 14.04/12.04/14.0

How to install Kodi 14.10 RC3 on Ubuntu 14.04/12.04/14.0 Kodi is a popular media center and cinema software, formerly known as XBMC, which has been translated into over 30 languages. Third-party plug-ins and extensions are highly scalable and support PVR (personal video recorder ). Since XBMC 14, XBMC open source software has been renamed as Kodi entertainment center. Kodi 14 is the first release. Kodi 14 "Helix" RC3 has recently been released and ha

Cocos2d-x Development --- memory detection, cocos2d-x Development ---

guidelines for cocos2dx game memory optimization to reduce memory warnings. 1) understand the bottleneck, and then solve what kind of texture consumes most of the application's memory? Or how much memory does these textures consume? You do not need to perform manual computation or speculation. Here we have a tool. It is Apple's development tool-Allocations Leaks. In xcode, you long press the Run button and select Profile to start these two tools. Here we have one: You can use the Allocation to

Cocos2d-x memory management (Insight), cocos2d-x Memory Management

; dumpCachedTextureInfo (); as follows: when you call the code and run your game in DEBUG mode, in your xcode console window, you will see some formatted log information Cocos2d: cocos2d: "cc_fps_images" rc = 5 id = 3 256x32 @ 16 bpp => 16 KB Cocos2d: cocos2d: "XXX/hd/actor. pvr. ccz "rc = 1059 id = 4 2048x2048 @ 32 bpp => 16384 KB Cocos2d: cocos2d: CCTextureCache dumpDebugInfo: 2 textures, for 16400 KB (16.02 MB) these logs show the texture name, ref

The use of three cocos2dx timers and three cocos2dx timers

cocos2dx game memory optimization to reduce memory warnings. 1) understand the bottleneck, and then solve what kind of texture consumes most of the application's memory? Or how much memory does these textures consume? You do not need to perform manual computation or speculation. Here we have a tool. It is Apple's development tool-Allocations Leaks. In xcode, you long press the Run button and select Profile to start these two tools. Here we have one: You can use the Allocation tool to calculate

Unity CG Vertex and fragment shaders (i)

default shader compiles all renderers#pragma multi_compile names--------------------------------for multiple materialsEach fragment must contain at least one vertex program and one fragment program. So # pragma vertices and # pragma fragment directives are required.Shader Targetby default, Unity compiles shaders into approximately equal to 2.0 material models #pragma target 2.0 (default)---- Shading Model 2.0 Direct3D 9--- ----limited arithmetic and material descriptions, no vertex texture samp

Introduction to various versions of Ubuntu

   (2): Ubuntu studio:ubuntu Studio, the system is mainly in the face of multimedia production, including video, audio editing and graphics, animation design, which has been installed by default a lot of multimedia production-related software, such as sound Ardour,audacity,hydrogen, video has Pitivi,kino, Stopmotion, such as picture Design has blender,enblend,gimp, the inside of the case of GIMP processing and Photoshop interface is very similar to the function of some places, more importantly,

Scale and expand the image when you click andengine.

1. The cream object to be used for image scaling is of the smoothcamera type. That is, camera = newSmoothcamera (0, 0, camera_width, camera_height, 0, 0, 0.1f) 2. Place the image in a folder (raw). The image type can be PVR or bin extension. In OpenGL, fragments consume less memory resources. There are three demos in andengine. The following code is used directly, I: Package org. andengine. examples;Import java. Io. ioexception; import java. Io. input

IPad game development solution, Windows Development

My iPad game development solution is ready, thanks to the fact that we have already made many versions of the Renderer, and this work has been completed smoothly. The sameCodeThe results are consistent between the left and right sides. Consistent I/O interfaces, consistent drawing interfaces, consistent sound interfaces, and consistent touch interfaces. Consistent mathematical library, consistent framework, consistent entrance, consistent resources We provide all the things required for

How cocos2d-x efficiently develop games

list ********* * ***************************/cocos2d:: CCSpriteBatchNode * _ directionBatchNode; /*************************************** *************************************//* ******************* * ***********/cocos2d:: CCSize _ visibleSize; cocos2d: CCPoint _ origin; void getOriginVis (); /*************************************** **********************//**************** * ******************* setCacheBatch ****************** * ***********************************/cocos2d:: CCSpriteBatchNode *

Frame Animation Implementation of cocos2d-x (continued)

}; char strpng [64] = {0}; sprintf (strplist, "Fei. plist "); // sprintf (strpng," Fei. PVR. CCZ "); sprintf (strpng," fei.png "); cache-> addspriteframeswithfile (strplist, strpng); // create each frame of the animation, read from the cache ccmutablearray Here mfly is a created action. Of course, it can be played repeatedly. If you only want to play the video once. Replace Ccactioninterval * mfly = ccanimate: actionwithanimation (animation, true );

Crack TexturePacker's encrypted resources and texturepacker's encryption

Crack TexturePacker's encrypted resources and texturepacker's encryption Recently, we want to launch a new project. UI and interaction are intended to learn from the currently popular "Legend of the Holy Fire". In order to develop programs in parallel with art production, we plan to use the torch resources for the moment. I decompress the tornado apk and found that the command line of TexturePacker could not convert its pvr. ccz resource file to png.

Oipf standard translation (DAE) -- 4.3 Application Definition

should be available to any application. From this point of view, "widgets" (called a small floating application, first introduced by Yahoo)-style applications can create a small form, it only contains applications without considering the minimum size limit of the browser. ========================================================== ========================================================== ===== 4.3.5 The Security Model each application has a set of permissions to perform varous privileged operat

KTX conversion of game resources extraction by unity

Http://blog.csdn.net/akof1314/article/details/38022263 The unity3d game resources extracted from. IPA from the MAC of unity3d Research Institute by Yu song can be used to extract game resources of unity. One of the tools is useful:PvrtextoolBecause the tool's official website is not good to download, so upload it to csdn,: http://download.csdn.net/detail/akof1314/7660209 extracted resources, the KTX resources, Pvrtextoolgui.exeYou can open it and check that the batch processing scripts are both

5 Trends in the gaming industry in the 2014

2014 can be said to be the rapid development of the game industry, and experience a change in the year. Not only Sony PS4, Microsoft Xbox One two new game host has been officially listed, some years ago can not achieve the technology is expected to develop and grow this year, such as the cloud gaming platform, augmented reality experience, and so on, below to understand.   I. Cloud platform and streaming technology Cloud, streaming form

n Card and a card should choose who

while PS4 and Xbox One are always playing in the game field, don't forget that PC games are a force to be reckoned with. At the same time, for PC gamers, there seems to be no need to obsess about how to choose between PS4 and Xbox One, as host players do. But for PC players, how to choose the graphics card is also a learning, any one on the DIY desktop has experience, will have their favorite

Unity5 optimization of internal rendering 1: Introduction

converted to Long (Mac/linux is 64 bits) is PS4 special commit 3CBD28D4D6CD1. Looks like only the optimization on PS4, directly stores a pointer to Textureid. If you can do it anywhere, or just PS4 it into a long (intptr_t better)Why do channelassigns and Vertexcomponent pass all the time? It doesn't seem to be useful.The rendering cycle classification is very e

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