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[Tutorial PSP] - GL Support in PSPQuake - PSPGL

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[Tutorial PSP] - GL Support in PSPQuake - PSPGL

Postby Team Xlink » Fri Jan 29, 2010 4:42 pm

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
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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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Postby Baker » Fri Jan 29, 2010 5:45 pm

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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Postby Downsider » Fri Jan 29, 2010 11:11 pm

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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Postby Mexicouger » Thu Jun 03, 2010 11:06 pm

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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Postby Downsider » Fri Jun 04, 2010 3:36 am

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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Postby mh » Fri Jun 04, 2010 8:43 am

hlbsp has absolutely nothing to do with the rendering API chosen, you can add it right now if you want.
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Postby Baker » Fri Jun 04, 2010 6:39 pm

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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Postby Downsider » Sat Jun 05, 2010 1:50 am

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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Postby Mexicouger » Sat Jun 05, 2010 10:19 am

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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Postby Baker » Sat Jun 05, 2010 6:06 pm

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 ;)

Maybe the trend will continue, I hope so ...
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Postby Mexicouger » Sat Jun 05, 2010 9:10 pm

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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Postby Spirit » Sun Jun 06, 2010 12:28 pm

The bar already seems pretty low.
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