Yes, I'm guilty of pulling this thread out of the abyss, but I have an excuse.
There is a way to work with materials using pspgl and for some reason I never posted the solution here. After breaking my PSP build a few months ago after a refactor, I came to this thread thinking I'd posted that solution. Turns out I didn't so now that I've only just figured out the solution, I've come to post it.
In order to use materials you have to use something like
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GLfloat materialColour[4] = {1.0f, 0.0f, 0.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, materialColour);
The catch is that you have to enable lighting and disable blending i.e.
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glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
If blending is enabled, the model ends up being totally transparent. If lighting is disabled, the model turns white.
While I'm at it, another quirk of PSPGL is that when you use blending (such as with a texture with transparency) you have to disable lighting.
Cheers.