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DreamGL committed to CVS.

 
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Oobles
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Joined: 17 Jan 2004
Posts: 362
Location: Melbourne, Australia

PostPosted: Fri Jan 21, 2005 1:03 pm    Post subject: DreamGL committed to CVS. Reply with quote

For those of you who don't watch the CVS logs, dreamtime has kindly committed dreamgl to CVS. This is his OpenGL implementation for the ps2. With his permission I have modified the license to AFL. This makes it compatible with ps2sdk, etc. Source files may still refer to the old license and will need to be modified.

This should provide a nice base to develop further a good OpenGL implementation. It will need to be updated to compile with ps2sdk. It may also make sense to replace the low level aspects to use gsKit.

Rinco has been using dreamgl rencently and I've suggested he takes up management. Before making changes please co-ordinate with him via IRC #ps2dev on efnet.

Thanks & enjoy,
Oobles.
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ooPo
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Joined: 17 Jan 2004
Posts: 2032
Location: Canada

PostPosted: Fri Jan 21, 2005 2:02 pm    Post subject: Reply with quote

Hooray for people!

Its always good to see people share.
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evilo



Joined: 22 Apr 2004
Posts: 230

PostPosted: Fri Jan 21, 2005 7:13 pm    Post subject: Reply with quote

Hooray for Dreamtime !!

thank you ;)
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Thu Oct 27, 2005 9:43 am    Post subject: Reply with quote

Can someone be so kind as to remove the proprietary license from all of the dreamgl source files? It gives me the willies...
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Kojima



Joined: 26 Jun 2006
Posts: 275

PostPosted: Wed Jun 28, 2006 8:18 pm    Post subject: Reply with quote

Has this been maintained?

How similar is it to gl in reality? Can I do thing like

glBegin(GL_TRIANGLES)
glvertex2f 20,20
glvertex2f 80,20
glVertex2f 20,20
glEnd()

etc to draw 2d (If I set up orthogonal projection?)

Anyone using this in their projects and find it stable?
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Drakonite
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Joined: 17 Jan 2004
Posts: 989

PostPosted: Thu Jun 29, 2006 3:01 am    Post subject: Reply with quote

No, it has not been maintained.

It's lacking a lot compared to a full gl implementation on a PC.

The truth is, there is no way to do a full opengl port (or even partial) that is any better than miserable. You'll never be able to take advantage of the PS2's GS with gl.


If you want a gfx lib, I would highly recommend gsKit.
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Kojima



Joined: 26 Jun 2006
Posts: 275

PostPosted: Thu Jun 29, 2006 4:25 pm    Post subject: Reply with quote

Yeah ok I'll check out gsKit, you're the second person to suggest so it'll probably be what I'm looking for.

Does it handle screen initialization etc and all the low level register stuff involved in drawing etc? (Still havn't got my powerpack so no reliable way to test it. I'll sort out my cvs soft etc when it comes (Today hopefully :) )

oh btw, i only said ' duck :) ' on that other post ;p
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Drakonite
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Joined: 17 Jan 2004
Posts: 989

PostPosted: Thu Jun 29, 2006 4:58 pm    Post subject: Reply with quote

Yes, it handles all of that.
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Kojima



Joined: 26 Jun 2006
Posts: 275

PostPosted: Thu Jun 29, 2006 6:16 pm    Post subject: Reply with quote

Sweet, know where it is on the CVS? I just tried the site view and I looked in the obvious places like branch/ps2dev etc but I either overlooked it or it wasn't there.
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evilo



Joined: 22 Apr 2004
Posts: 230

PostPosted: Thu Jun 29, 2006 6:32 pm    Post subject: Reply with quote

it's under SVN,

PS2/trunk/gsKit/

have fun !
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Kojima



Joined: 26 Jun 2006
Posts: 275

PostPosted: Fri Jun 30, 2006 4:20 am    Post subject: Reply with quote

Thanks, d/l now.
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