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 ?
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
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.
There are 10 types of people in the world: Those who understand binary, and those who don't...
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).
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.
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.
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...
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?
There are 10 types of people in the world: Those who understand binary, and those who don't...