some OpenGL function calls is not available in developing PS3 game -


i taking game console programming module @ sunderland university. teaching in module opengl , phyre engine develop ps3 game.

the fact ps3 sdk kit not available free (it quite expensive) makes difficult me around when problem arises.

apparently, ps3 framework doesn't support of gl function calls glgenlist, glbegin, glend , on.

glbegin(gl_quads);     gltexcoord2f(texture_size, m_ftextureoffset);     glvertex3f(-100, 0, -100);      //some more glend(); 

i errors when debugging ps3 debug mode @ glbegin, glend , gltexcoord2f.

is there way around it? different way of drawing object, perhaps?

most games developed ps3 don't use opengl @ all, programmed "on metal" i.e. make direct use of gpu without intermediate, abstrace api. yes, there opengl-esque api ps3, based on opengl-es.

in opengl-es there no immediate mode. immediatate mode cumbersome method of passing geometry opengl starting primitive glbegin , chaining calls of vertex attribute state setting, concluded submitting vertex position glvertex , finishing glend. nobody wants use this! not on system limited resources.

you have geometry data in memory available anyway. why not point opengl use what's there? well, that's do: vertex arrays. give opengl pointers find data (generic glvertexattribpointer in modern opengl, or in old fixed function predefined, fixed attributesglvertexpointer, gltexcoordpointer, glnormalpointer, glcolorpointer) , have draw whole bunch of using gldrawelements or gldrawarrays.

in modern opengl drawing process controlled user programmable shaders. in fixed function opengl can parametize inflationary number of state variables.


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