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[Tutorial PSP] - GL Support in PSPQuake - PSPGL

 
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Fri Jan 29, 2010 4:42 pm    Post subject: [Tutorial PSP] - GL Support in PSPQuake - PSPGL Reply with quote

Hello.

Today I learned how to do something that is very nice and useful.

I learned how use GL when compiling anything (Quake for example) for the psp.

it is very useful for anyone working with PSP Quake.

Step 1.

Make sure you can compile for the PSP if not go to this link and follow the tutorial.

http://forums.inside3d.com/viewtopic.php?t=1667


Step 2.

Launch Cygwin and type this in:

svn co svn://svn.pspdev.org/psp/trunk/pspgl

When it finishs move onto Step 3.

Step 3.

Type this:

cd pspgl

Step 4.

Type make

When it finishes move onto Step 5.

Step 5.

Type make install

When it finishes your done. But there is more info here.

Optional Stuff.

Step 6.

Now if you want to know how to use it then download this:

http://edorul.free.fr/psp/NeheTutorials1-10_v0.1.rar

^Credit for the link goes to edorul.free.fr^

That includes 10 tutorials on using PSPGL.

Thank you for reading.

Credit
Nehe for the tutorials
PSPGl Author
Team Xlink
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Last edited by Team Xlink on Sun Jul 11, 2010 6:54 pm; edited 2 times in total
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri Jan 29, 2010 5:45 pm    Post subject: Reply with quote

Sounds cool. It doesn't worry me a little that PSPGL might not be totally "OpenGL" compatible. I wonder about the performance differences between it and PSPGU (the native PSP 3D API for those that do not know).

Either way this is great information to have available. Thanks!
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Downsider



Joined: 16 Sep 2008
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PostPosted: Fri Jan 29, 2010 11:11 pm    Post subject: Reply with quote

PSPGL is just a wrapper that calls the same functions PSPGU does. It's for the ease of programmers that are more familiar with OpenGL than the PSP's GU.
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Thu Jun 03, 2010 11:06 pm    Post subject: Reply with quote

I'm probably asking a dumb question, But How Do I tie this in with kurok?

And Can I add hlbsp to the psp engine after I do this tutorial?
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Downsider



Joined: 16 Sep 2008
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PostPosted: Fri Jun 04, 2010 3:36 am    Post subject: Reply with quote

There's no reason to use this unless you have prior OpenGL experience and are too lazy to learn PSPGU.

And you clearly have zero experience.
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Fri Jun 04, 2010 8:43 am    Post subject: Reply with quote

hlbsp has absolutely nothing to do with the rendering API chosen, you can add it right now if you want.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri Jun 04, 2010 6:39 pm    Post subject: Reply with quote

Quote:
And Can I add hlbsp to the psp engine after I do this tutorial?


Most graphics tutorials don't directly translate to the PSP very well due to hardware contraints and working within a framework of memory limitations.
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Downsider



Joined: 16 Sep 2008
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PostPosted: Sat Jun 05, 2010 1:50 am    Post subject: Reply with quote

If you want to have the most optimal experience with HLBSP on the PSP, you must:

1) Upload them as 8 BPP instead of 32 (Baker's tutorial does 32)
2) Compress them to one of the DXT formats upon loading them.
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Sat Jun 05, 2010 10:19 am    Post subject: Reply with quote

Hmm, Well that's one step closer to Getting hlbsp I guess.

And I do have 0 experience, But I'm willing to learn. I am not a lazy modder, If I need to do something, I will get up and do it.

So I am gonna try my best to mod the kurok engine a bit. And Baker, Whatever happened to that awesome PSP engine you were working on that Combined all the engines?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sat Jun 05, 2010 6:06 pm    Post subject: Reply with quote

Mexicouger wrote:
And Baker, Whatever happened to that awesome PSP engine you were working on that Combined all the engines?


Time limitations mostly. From February until about a week ago, I had very little free time and the quality was low. This week was different and I got to actually do some stuff for a change Wink

Maybe the trend will continue, I hope so ...
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Mexicouger



Joined: 01 May 2010
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PostPosted: Sat Jun 05, 2010 9:10 pm    Post subject: Reply with quote

I hope will all my hopes that You will come through with this PSP engine...

It would make the psp quake 1 community like so much better and easier
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Sun Jun 06, 2010 12:28 pm    Post subject: Reply with quote

The bar already seems pretty low.
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