I was telling myself : "It would be more practical to use libGU & libGUM functions to write an OpenGL wrapper"
Why does the author use directly the sendCommand thing ? At least, it would be clearer to write / debug to use libGU. (But dunno if the speed would be reduced so much)
Does somebody know how to contact the author ?
libgu and pspgl are two very similiar interfaces to the same hardware. It wouldn't make sense to write pspgl on top of libgu because you'd be adding a layer of abstraction for no good reason (and no performance gain).
Indeed, PSPGL is operating at the same level as GU so wrapping it ontop of each other doesn't really make sense, and it allows for more flexibility in the way that it deals with the hardware registers, instead of jumping through hoops just to deal with it the GU-way.
So which one is better? I'm using GU, is there no more dev on that, should I start using PSPGL? I'd rather use whichever is going to continue being worked on or at least what everyone else is going to be using.
So which one is better? I'm using GU, is there no more dev on that, should I start using PSPGL? I'd rather use whichever is going to continue being worked on or at least what everyone else is going to be using.
JK
I'm working actively on GU. Last night I submitted a separate library to allow a matrix stack for transforms, and I'm not done yet. There's still more to figure out. But you are of course welcome to use whatever you like, it's nice when there's more than one choice available. :)