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OpenGL Wrapper on PSP?

 
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Raeldor



Joined: 11 Jul 2005
Posts: 4

PostPosted: Mon Jul 11, 2005 2:13 am    Post subject: OpenGL Wrapper on PSP? Reply with quote

Is there, or will there be an OpenGL wrapper for the 3d functionality on the PSP? Is anyone working on such a project?

Thanks
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ector



Joined: 12 May 2005
Posts: 195

PostPosted: Mon Jul 11, 2005 3:08 am    Post subject: Reply with quote

Such a thing could be written. I don't know of anyone doing it so go ahead, it would be useful.
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grp



Joined: 11 Jul 2005
Posts: 1

PostPosted: Mon Jul 11, 2005 10:36 am    Post subject: Reply with quote

Maybe not OpenGL, but OpenGL ES. Will be much easier to implement.

- grp
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KaL



Joined: 03 Apr 2005
Posts: 41

PostPosted: Mon Jul 11, 2005 8:07 pm    Post subject: Reply with quote

The libGU already looks like openGL (with no Matrix manipulation lib - which is libGUM, not released yet by pspdev -) I don't think that an openGL implementation would be really useful. But, why not ?
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ReKleSS



Joined: 18 Jun 2005
Posts: 73
Location: Melbourne, Australia

PostPosted: Mon Jul 11, 2005 8:29 pm    Post subject: Reply with quote

An OpenGL implementation would be most useful for porting. SDL is usable in it's current state, meaning games can just be compiled for psp, and work with minimal changes - OpenGL would make that apply to 3d stuff sa well. In theory, anyway...
-ReK
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KaL



Joined: 03 Apr 2005
Posts: 41

PostPosted: Tue Jul 12, 2005 12:52 am    Post subject: Reply with quote

I don't remember if any of the GL implementations on PS2 helped porting projects..
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Thanhda



Joined: 09 Apr 2005
Posts: 331
Location: Canada

PostPosted: Tue Jul 12, 2005 9:56 am    Post subject: Reply with quote

KaL wrote:
I don't remember if any of the GL implementations on PS2 helped porting projects..


DreamGL, it was the homebrew Ps2 port of OpenGL. did the basics the the project closed in version v0.02 i believe. the guy got a life pretty much. but its still usualble. i also believe there is someone working on a psp port. but the code or syntax is completely different, its suppose to be a opengl like api. but so far by the looks of it, it looks like its own 3d psp api.
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rinco



Joined: 21 Jan 2005
Posts: 255
Location: Canberra, Australia

PostPosted: Tue Jul 12, 2005 10:40 am    Post subject: Reply with quote

KaL wrote:
I don't remember if any of the GL implementations on PS2 helped porting projects..


LuaGL and ODE port with little effort using the DreamGL implementation.

But looking beyond DreamGL... anyone got Mesa compiled yet?
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jsgf



Joined: 12 Jul 2005
Posts: 254

PostPosted: Tue Jul 12, 2005 11:05 am    Post subject: Working on it Reply with quote

I have Mesa compiled and running; I've started writing a GU/GE-based driver backend for acceleration.

I was thinking about making it OpenGL/ES, but full OpenGL fits. Without any cutting back, libGL.a is about 2Mbytes, which is probably a bit fat... Certainly the ES subset will run efficiently (doing everything as vertex arrays is a good match for GU).
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Warren



Joined: 24 Jan 2004
Posts: 173
Location: San Diego, CA

PostPosted: Tue Jul 12, 2005 11:23 am    Post subject: Reply with quote

OpenGL/Es I think woudl be the best for PSP as it's what OpenGL/ES was designed for and it's what's supported on the PS3 so people might as well get a start on it now.
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Thanhda



Joined: 09 Apr 2005
Posts: 331
Location: Canada

PostPosted: Tue Jul 12, 2005 12:49 pm    Post subject: Reply with quote

if you know your stuff, and you want to do it, then i say go for it, we could really use an OpenGL like api for the psp.
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jboldiga



Joined: 20 Jun 2005
Posts: 27

PostPosted: Tue Jul 12, 2005 1:10 pm    Post subject: Reply with quote

I have to second the OpenGL/ES idea...PS3 is using it and it will greatly benefit us to have gfx code that we can quickly port. OpenGL is a lil' too bloated for PSP IMHO.
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jsgf



Joined: 12 Jul 2005
Posts: 254

PostPosted: Tue Jul 12, 2005 5:16 pm    Post subject: Reply with quote

Obviously I'm going to concentrate on the parts of OpenGL which are actually accelerated on the PSP, and that subset will look a lot like OpenGL/ES. Since /ES is a pretty strict subset of full OpenGL, it will be easy to clean things up into a strict ES implementation if that's what people really want.

But OpenGL/ES has a fair number of missing calls compared to full OpenGL (no glBegin/End/Vertex, for example), which means you have to port to it rather than just recompile. It may be that people really want to run real OpenGL code without having to convert it all to vertex arrays...
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rinco



Joined: 21 Jan 2005
Posts: 255
Location: Canberra, Australia

PostPosted: Sat Jul 23, 2005 8:50 pm    Post subject: Reply with quote

I have submitted TinyGL to svn.

TinyGL is a software renderer that is much smaller than Mesa.

I used a version that has sdl support:
http://sourceforge.net/projects/sdl-tinygl
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Thanhda



Joined: 09 Apr 2005
Posts: 331
Location: Canada

PostPosted: Sun Jul 24, 2005 4:14 am    Post subject: Reply with quote

very nice, havnt tried compiling it yet, but looks very similar too ogl. i've notice the folders says gp32-x so is this a psp implementation or a gp32 implementation?
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rinco



Joined: 21 Jan 2005
Posts: 255
Location: Canberra, Australia

PostPosted: Sun Jul 24, 2005 9:55 am    Post subject: Reply with quote

I believe it was gp32 hackers that patched SDL support into this version of TinyGL.

But if you type 'make' you will get a psp build.
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Thanhda



Joined: 09 Apr 2005
Posts: 331
Location: Canada

PostPosted: Sun Jul 24, 2005 11:07 am    Post subject: Reply with quote

i tried, few linker errors i believe, if you happen to manage to compile it to a pbp would you mind posting an example online?
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