Table of Contents

PSP2 Vita Specifics

While the PlayStation Portable 2 (PSP2) Vita version of the SpeedTree SDK is a full port, from the Core library all the way to the full Reference Application, the developer can still choose any level of integration that makes sense for their title. An integration can range from importing meshes, skipping the SDK entirely, to using the entire SDK to handle loading, culling, rendering, and animation chores.

Note: The PSP2 Renderer is currently in BETA. Performance will continue to improve. There are also a few known issues.

General Notes

There are VS2008/VC9 solutions in the [SDK]/Source/Applications/PSP2/ folder. These solutions contain all of the SpeedTree PSP2 projects: Core, Forest, Render Interface, PSP2 Renderer, and Reference Application (the evaluation versions do not contain Core and Forest). Individual projects and solutions are available in each of the libraries' directories. These projects use the SN Systems ProDG tools.

The PSP2 Renderer uses GXM for rendering commands. This version was last compiled and tested against the 1.030 PSP2 SDK.

Of all the source that is provided, only the SDK files are intended to be used with your title. All of the code in MyApplication.h/cpp, MyMainPSP2.cpp, as well as the rest of the code in the SpeedTree_PSP2_App project, are intended to be examples of how to interface with the SDK. Use as much or as little of these files as you like, but pay particular attention to which calls are made when, especially in the population, culling, and rendering sections of the CMyApplication class.


Running the Reference Application

SpeedTree's portable Reference Application uses SFC files to create the environment. An example SFC file is included for the PSP2 at “[SDK]/Bin/Forests/Demo Forest/Demo Forest PSP2.sfc”. It is recommended that you first run the Reference Application with this file using these arguments in the ProDG VSI Project Properties (Configuration Properties / Debug/Tuner / Debug Elf Arguments):

-sfc “app0:Forests/Plantation/vita.sfc”

Note: When running from Visual Studio, be sure to also set the home directory in the ProDG VSI Project Properties (Configuration Properties / Debug/Tuner / Home Directory) to the [SDK]/Bin directory, NOT the executable directory.

The controls when running the Reference Application are as follows:











Textures

The SpeedTreePSP2Renderer library loads only textures in the GXT format. See the PSP2 SDK documentation for more information on this format. The SpeedTree Compiler has the ability to export textures in the GXT format, or a tool such as the psp2gxt in the PSP2 SDK can be used to convert textures.

Since texture filenames are stored in the SRT file, it may be cumbersome to keep two different versions of SRT files - one for use on PSP2 and one for other platforms. For this reason, there is a CONVERT_TEXTURE_EXTENSIONS_TO_GXT convenience macro at the top of PSP2Renderer.h. Enabling this macro will change all texture filename extensions to GXT before loading, enabling the use of the same SRT files on all platforms.


Known Issues

The PSP2 renderer is still in beta, so there are a few outstanding issues associated with it. The known issues are listed below.