pspgl problems with firmware 1.0 ?

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cadaver
Posts: 21
Joined: Sun Aug 07, 2005 2:31 am

pspgl problems with firmware 1.0 ?

Post by cadaver »

I have made a few glut programs, that run on the pc but have problems on my psp with firmware 1.0. (example code see http://forums.ps2dev.org/viewtopic.php?t=3399)

the main problems are:
- program with many polygons freezes after a few seconds
- depth buffer not working
- polys drawn with glVertex are visible, polys drawn with glDrawArrays or glDrawElements are not visible

Is there anything special, I have to do on the psp - initialize, clear buffers ? (because same progs work on pc) ?
jsgf
Posts: 254
Joined: Tue Jul 12, 2005 11:02 am
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Post by jsgf »

The SVN pspGL is very lacking in lots of things. I have a set of patches against it which add proper support for texture objects, vertex arrays, etc.

See http://goop.org/~jeremy/psp/pspgl/ for the complete set of patches. The file http://goop.org/~jeremy/psp/pspgl/series lists the patches to apply in what order (though I would only go up to glLockArrays.patch).

Depth testing is still broken. Don't know why yet, but I suspect glDepthRange is doing the wrong thing.
holger
Posts: 204
Joined: Thu Aug 18, 2005 10:57 am

Post by holger »

Beside the depth bug Jeremy mentioned above, the 1.00 firmware problem is the second big unresolved issue. (http://forums.ps2dev.org/viewtopic.php?t=3399)

Basically the GE seems to hang when a triangle is about to get clipped, it would be great if someone with a 1.00 could investigate this more in detail and find out where the problem is. Maybe it could be a good idea to port a trivial test program to the libgu and see whether it is hanging, too (my guess is yes, but it's a gues - ).
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