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webjeff
Joined: 05 May 2005 Posts: 66
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Posted: Mon Aug 15, 2005 12:37 am Post subject: pspgl (no texture support yet?) |
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I see there is no GLGenTextures nor GLBindTextures, which I need to use for rendering textures on models... any idea if this is going to implimented anytime or if there is a work around?
Been using both GU and PSPGL to see which one I like better.. currently, minus this, it seems GL is easier to work in since I know opengl but it would suck if I can't use textures by id :)
Thanks
Jeff. |
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inomine
Joined: 05 May 2005 Posts: 53
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Posted: Mon Aug 15, 2005 2:16 am Post subject: |
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Looking at the README file for pspGL it would certainly seem that textures currently do not work, and neither do a lot of other things. You can always implement them :P
There is also TinyGL to play with, no idea if that supports texturing or not, or if it even works at this stage. |
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rinco
Joined: 21 Jan 2005 Posts: 255 Location: Canberra, Australia
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Posted: Mon Aug 15, 2005 4:37 am Post subject: |
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tinygl textures work. right now it is not much more than an SDL sample.
my local copy is gu accelerated (with textures! and bugs!), but with the advent of pspgl I'm not sure if I will continue (it's gonna take me longer to produce something slower). |
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jsgf
Joined: 12 Jul 2005 Posts: 254
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Posted: Mon Aug 15, 2005 10:33 am Post subject: Re: pspgl (no texture support yet?) |
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| webjeff wrote: | | I see there is no GLGenTextures nor GLBindTextures, which I need to use for rendering textures on models... any idea if this is going to implimented anytime or if there is a work around? |
I've just finished implementing texture objects for pspgl. I hope they'll go in when Holger gets back from his holidays sometime this week.
J |
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holger
Joined: 18 Aug 2005 Posts: 204
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Posted: Thu Aug 18, 2005 11:47 am Post subject: Re: pspgl (no texture support yet?) |
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just arrived, I'm reviewing the patches the next days. Since Jeremy did quite a lot of work, this may take some time -- you can fetch his changes in the meantime from Jeremy's homepage.
Currently textures are (as in the libGU) read directly from the host memory, if you have multiple textures just call glTexImage2D() for each one seperately. You don't need to bind them, in the current implementation we don't copy them into VRAM anyways. Basically the current implementation handles textures in a similiar fashion as OpenGL 1.0 did. |
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Produkt
Joined: 15 Aug 2005 Posts: 12
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Posted: Sun Aug 21, 2005 1:33 am Post subject: |
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| Hows the work comming along? |
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