DreamGL in psp?
DreamGL in psp?
has anyone manage to get dreamgl working on the psp.
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dreamgl was written for the ps2. It will require some major changes to make it work with the psp.
You will also find that most code in the ps2cvs will not be able to run on the psp without major modifications. I will be setting up a pspcvs here and make it available for people to host projects.
Oobles.
You will also find that most code in the ps2cvs will not be able to run on the psp without major modifications. I will be setting up a pspcvs here and make it available for people to host projects.
Oobles.
really, well how long you think down the road do you think this will happen. and what is really needed to port ogl or messa to the psp. the blue book? rewritting a lib file for the psp? or reverse engineering.rinco wrote:Most of the ps2 specifics of Dreamgl is in ps2_dgl.c.
Replacing those specifics wouldn't be too difficult.
With what is currently known about the PSP... it would make more sense
to port Mesa.
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Since there is direct access to the frame buffer, should be easy to do all OpenGL rendering in software with minimal porting effort. I think that is what Rinco meant by "what is currently known".
Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible.
Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible.
what do you mean by that. you been hard coding functions that will perform an opengl call? or hard coding your own functions that will do such a thing.gorim wrote:Since there is direct access to the frame buffer, should be easy to do all OpenGL rendering in software with minimal porting effort. I think that is what Rinco meant by "what is currently known".
Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible.
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Neither, nor do I think you understand the matter at all.
Mesa renders OpenGL via software calls, not using hardware. As such, it should be trivial to port to the PSP, since it should only need to know where a framebuffer is. Again, this I think is the basis of Rinco's suggestion.
Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
Mesa renders OpenGL via software calls, not using hardware. As such, it should be trivial to port to the PSP, since it should only need to know where a framebuffer is. Again, this I think is the basis of Rinco's suggestion.
Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface.gorim wrote:Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
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In the long run yes, and I said as much.Drakonite wrote:You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface.gorim wrote:Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
However, if you want OpenGL today, right now damnit I can't wait! then what do you think you are going to do ? :) Which was the other point I was making.
There are no OpenGL-like functions provided by the kernel.Drakonite wrote:You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface.gorim wrote:Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
what is needed to know to do reverse engineering, ASM? any tutorials? also for re writting it, i would have to compile my own lib file correct? i was told to look at the blue book for the reference manual. i was wondering is there such opengl.c file available. where the methods have already been written, making it easier to make it work on the psp.
There are 10 types of people in the world: Those who understand binary, and those who don't...