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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Sun Jan 08, 2006 1:26 am Post subject: pspgl |
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Looks like the pspgl library is more mature than last time I tried it and it works even on my 1.00 firmware PSP (at least this is what I've read from some SVN commit emails). And it has some extensions for the PSP special GU functions, so what do you think when I discard the 3D-GU support and add pspgl to Lua Player (again)? I'm not sure how the 2D operations integrates, but I think there are line operations and rectangles can be simulated with triangles, so perhaps this means that it would be even faster than now, because e.g. fillRect is currently implemented in software instead of using GU. Another advantage: it should be portable very easy to Windows and other systems and you can use standard OpenGL tutorials and sample code instead of the proprietary GU library.
Ok, looks like this is not really a question, only the implementation details needs to be discussed :-) |
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LuMo
Joined: 21 Aug 2005 Posts: 410 Location: Austria
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Posted: Sun Jan 08, 2006 1:41 am Post subject: |
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what about leavin' the gu routines you already added and add gl?
so ppl can choose what to use?
note: Gu seems quite similar to gl so why throw away (ok the porting part makes sense!)
greets
lumo
PS: its like trying to hit a veloceraptor...
when my code is nearly finished luaplayer changes formats *argh* _________________ "Good artists copy, great artists steal."
Pablo Picasso
go2lumo.com |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Sun Jan 08, 2006 1:57 am Post subject: |
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I think they could co-exist quite nicely, atleast for the time being. Only issue could be maintenance, but I don't see how much maintenance pspgu would require really. As a disclaimer I'd have to say I haven't looked at the LuaPlayer implementation, only from my own view. _________________ GE Dominator |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Sun Jan 08, 2006 3:31 am Post subject: |
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| LuMo wrote: | what about leavin' the gu routines you already added and add gl?
so ppl can choose what to use?
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This is difficult, because you can't linking both libraries in one program without problems.
| LuMo wrote: | PS: its like trying to hit a veloceraptor...
when my code is nearly finished luaplayer changes formats *argh*
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I'm sorry, but do you really have much code, which can't be converted to OpenGL in some minutes? And the current Lua Player GU support is very incomplete, I've mapped only those functions, which were needed for the 3D cube :-) But perhaps we should implement the loadable module support, first, then 2 graphics libraries could be loaded (exclusiv or): traditinal Gu based and pspgl based or even another self written lib. |
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KawaGeo
Joined: 27 Aug 2005 Posts: 191 Location: Calif Mountains
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Posted: Sun Jan 08, 2006 4:32 am Post subject: |
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Shine asked us a valid question:
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what do you think when I discard the 3D-GU support and add pspgl to Lua Player (again)?
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I highly recommend the replacement. I believe PSPGL is much closer to widely known OpenGL Library which has been with us for years.
Shine's reason to replace GU Library with PSPGL:
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Another advantage: it should be portable very easy to Windows and other systems and you can use standard OpenGL tutorials and sample code instead of the proprietary GU library.
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I hate the word "proprietary". That's why I am very much in favor of the replacement. You can find tons of documentation for OpenGL on Web network. Pray tell us where is a single document for GU Library.
Many of the replies to this topic suggest to keep both GU and PSPGL as an option. I am concerned with Lua Player being bloated with the option. Moreover, the co-existance might be too much confused to some new coders and even us.
I don't see any Lua scripts were written with using GU Library by anyone other than Shine and maybe a couple of guys. The more likely reason: GU is too scary for us to develop 3-D games. So, why bother to keep both libraries.
In fact, I am working toward to the implementation of OpenGL to Lua as an extension for any systems (currently, Windows.) If you are interested in joining with me, PM me.
Support OpenGL and PSPGL. _________________ Geo Massar
Retired Engineer |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Sun Jan 08, 2006 6:12 am Post subject: |
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| KawaGeo wrote: | Shine asked us a valid question:
Shine's reason to replace GU Library with PSPGL:
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Another advantage: it should be portable very easy to Windows and other systems and you can use standard OpenGL tutorials and sample code instead of the proprietary GU library.
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I hate the word "proprietary". That's why I am very much in favor of the replacement. You can find tons of documentation for OpenGL on Web network. Pray tell us where is a single document for GU Library.
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Didn't notice that comment before, but I have to challenge that. PSPGU is NOT proprietary. Look in the PSPSDK, it's sitting there BSD licensed, no secrets. Documentation for all the calls are available through doxygen, or if you're even lazier than that, through pspgl.h which every program that uses GU has to include. Sure it's not complete yet, but it's a work in progress, as a lot of other stuff is. _________________ GE Dominator |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Sun Jan 08, 2006 6:26 am Post subject: |
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| chp wrote: | | Didn't notice that comment before, but I have to challenge that. PSPGU is NOT proprietary. |
With "proprietary" I meant it's a Sony invention, used by PSP, only. OpenGL in contrast is available on nearly every system. |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Sun Jan 08, 2006 6:44 am Post subject: |
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| Shine wrote: | | chp wrote: | | Didn't notice that comment before, but I have to challenge that. PSPGU is NOT proprietary. |
With "proprietary" I meant it's a Sony invention, used by PSP, only. OpenGL in contrast is available on nearly every system. |
Ah, yes, from that aspect you are correct. I have played with the thought implementing it on PS2 though. :) _________________ GE Dominator |
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KawaGeo
Joined: 27 Aug 2005 Posts: 191 Location: Calif Mountains
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Posted: Sun Jan 08, 2006 7:35 am Post subject: |
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| chp wrote: |
I have played with the thought implementing it on PS2 though. |
What is "it"? Is Lua Player what you were thinking of? If so, please go ahead and with OpenGL, yes?. The more systems, the merrier it would be. :)
So far I have known DreamCast, GBA and Palm on that "Lua Player" was implemented whether completely or not. _________________ Geo Massar
Retired Engineer |
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Sun Jan 08, 2006 7:43 am Post subject: |
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| KawaGeo wrote: | | chp wrote: |
I have played with the thought implementing it on PS2 though. |
What is "it"? |
I was referring to PSPGU. _________________ GE Dominator |
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romero126
Joined: 24 Dec 2005 Posts: 200
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Posted: Sun Jan 08, 2006 11:42 am Post subject: |
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I just have a few questions about PSP GL. Considering that blit as well as drawing lines in PSP LUA are sort of slow will there be a considerate speed increase useing this system vs old system?
Another question is does it support object oriented layers allowing for a layer to be drawn below an object and be updated if that object is shown?
Oh and I would love to see some documentation on the LUA Tutorial about OGL and atleast an example on how to draw rudementry 2d objects.
Those are my 2 cents. |
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jsgf
Joined: 12 Jul 2005 Posts: 254
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Posted: Wed Jan 11, 2006 4:09 am Post subject: |
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| Well, I'm all for it, obviously. I'm about to check in render-to-texture stuff as well, so that will give PSPGL a much needed functionality boost... |
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