4 ms·
right... so PSGL wasn't a thing? I never saw the OpenGL for 360 or touched it, but I was told I was mistaken by a few guys when I mentioned that it didn't exist
by jheriko 13y ago
right... so PSGL wasn't a thing? I never saw the OpenGL for 360 or touched it, but I was told I was mistaken by a few guys when I mentioned that it didn't exist - it wasn't there at launch but MS added it later (third hand quote)...
ps. google me, i have considerable experience. that doesn't stop me from being wrong or making a mistake, but don't make such brash assumptions.
- tedunangst 13y agoWere any games written using PSGL?
- jheriko 13y agoi wouldn't know. i do remember that psglInit did not 'just work' as expected when I experimented with starting a PS3 engine from scratch - I was going to use it as a time saver, but ditched it quick and just did a proper interface to the GCM/RSX functions.
- pjmlp 13y agoSorry for jumping to conclusions, but as you can see from these threads many around here tend not to be aware how the industry works. Myself, I don't have explicit game industry experience, but I do follow it since the mid-90's, having been a IGDA member, GDC Mag subscriber, paid my attendance to GDCE a few times and do know a few people in German studios. If I work for the boring IT industry it is mainly for not wanting to deal with crunch time and rather enjoy enterprise benefits. PSGL is a thing and is multiple times reference in a few Sony papers, but it a mix of OpenGL ES 1.0 with Cg and lacks the performance LibGCM offers. Furthermore, when Sony asked if anyone cared about OpenGL ES 2.0, no seemed to care that much. As far as I know the XBox PSGL was more of a proof of concept thingy than a proper API. Also a third hand quote. The thing is that all those APIs follow an OpenGL like way of doing 3D graphics, but they are all different enough that you end up with multiple code paths.