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#1
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Hey everybody. Hows it going. Some of you probably remember me. I released a crazy maze demo of a game I made. I also started to work with pspkevin_17 on zombie vill.
My computer crashed in July or June and I just got it fixed with a new windows installation disc. I'm going to be up in running and doing projects for the psp next week. I have go back and set up my development environment on my computer. I'm Sorry to pspkevin_17 about the zombie vill game. I had three levels done with save features and zombies chasing you, along with health bars and the whole sha bang before my pc crashed. I'm going to start over on that first and then go into making a 3d medal of honor type game for the psp. I know that will take me a couple months for the 3d shooter game. It would be nice if someone could post a link or make a tut on how to set up pspgl that way I don't have to look it up again. Netbeans |
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#2
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Look at the stickies in the section. That should help.
Also, lesson learned = Back up, back up, back up.
__________________
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#3
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Quote:
@netbeans, do a bit of search
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#4
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Quote:
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----------------------------------------- View my current project's Progress Here |
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#5
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Quote:
had to use it once cause i lost a restore point when messing with unsupported software (final uninstaller)
__________________
http://levoneprojects.net23.net/
![]() ++rep me if i helped you please. Ahh, shit. Stupidity is on the rise again. went legit Oct. 31, 09' piracy is wrong, please don't do it. |
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#6
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I have finished setting up my development environment and will start coding if not this weekend then by midweek next week.
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#7
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i hate 7 , it crashed over a trojan and fucked my motherboard ...
for pspgl go to : psp-programming.com and gothi.nl its not the best tut but it helps (a little) edit : gothi.nl is closed |
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#8
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I went to the pspgl site and all it says is type this into cygwin:
svn co svn://svn.pspdev.org/psp/trunk/pspgl I did that and a pspgl folder is made in C:\cygwin\home\user\ What do I do now. Please help. There are no tuts online on how to set up pspgl. |
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#9
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Doesn't it come with a readme file?
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#10
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This is what the readme says:
Code:
Hi, pspGL is a pure, minimal, hardware-accelerated implementation of something like OpenGL for the Playstation Portable. Before you are able to compile it, you need to set up a PSP toolchain and SDK as described on http://pspdev.org. Export PSP_MOUNTDIR=<your_PSP_mountpoint> and PSP_REVISION=<your_PSP_revision>. Then type 'make' to build, 'make -C <demodir> install' to build and install one of the demos. Here an example how to build for a 1.50 PSP on MacOS-X: $ export PSP_MOUNTDIR=/Volumes/PSP $ export PSP_REVISION=1.50 $ make && make -C tests clean install $ make && make -C test-glut clean install All OpenGL-ES fixed-point commands are not implemented. Please take a look in the GLES/gl.h header file for the OpenGL commands implemented additionally to the minimum OpenGL-ES profile. Define PURE_GLES before including this file if you want to switch off these extensions. You can also use the GL/gl.h include set, but should avoid double-precision function calls for performance reasons. Display lists are used internally, but not exposed to the GL API. Only a minimum set of the core GLUT functions is implemented. pspgl_misc.[hc] contains some debug functions to dump PSP GE command buffers, the GE register set and the GE matrix stack to the memory stick. In the tools/ directory you find a rough disassembler for GE packets, maybe you find this useful to debug your problems. Please note that still a lot of commands are missing, please send patches if you enhance this functionality. The PSP has been designed for gaming, so some OpenGL features that are rarely used in games are missing and some have only somewhat limited support by the Hardware. Here is a short list of things you should consider when writing GL applications for the PSP: - only 4 light sources are supported - antialiasing can get switched on/off only globally - No user-defined clip planes are supported - only single-pixel wide lines and points - We don't know yet whether/how the fog function can get changed. - Only single-sided lighting, for two sided shading you need a CW and a CCW pass. - No wireframe rendering, we don' know whether the PSP supports this. This list is by no means complete, please report if you encounter other issues. All files are BSD-licensed, feel free to use it in free or commercial projects. enjoy, have fun, See http://www.goop.org/psp/gl for more documentation about this library. Holger Waechtler Jeremy Fitzhardinge |
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