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Opengl 11 texture behavior issues tests start #12
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Opengl 11 texture behavior issues tests start #12
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this is a post to address several questions that I’ve had floating in my head. Now that I’ve worked on ps2gl enough to realize it’s likely a project that needs a lot of work — and more than one person (especially a beginner like myself) — I would really like to contribute to raylib4Consoles with any lower-scope nice-to-haves. Here are some things I thought would be useful: 1. A more coherent project module systemcurrent PROS:
current CONS:
Ideas I have prototyped:
^^ I am not sure if this is the best way, but I believe it would make for documenting the project's dependencies in a much more explicit way rather than having to kind of rely on "installed" system wide modules for when testing end to end with a raylib front end 2. A more navigable project for learning/experimentationcurrent Issues:
Ideas I have prototyped:
Anyways, I am wondering if there are any other ideas around the above issues. Or if there are simply any other nice-to-haves that could help further improve this project's structure? I think a lot of my issues with trying to contribute was perhaps related to many of the difficulties with keeping the scope of issues as caused by ps2gl or with raylib itself, and especially with getting closer to the raylib core updates for ps2 (e.g. texture loading and stuff related to opengl indirectly) i imagine it becomes even more difficult to iteratively test and determine where the source of error is. Especially with a not-yet fully fleshed out/working opengl layer such as ps2gl, then the need to integrate ps2 specific behavior into rcore_playstation2.c, and rlgl.h, and other raylib areas |
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Right now i have 3 work path in front of me and others work in progress:
It is easier do integration with raylib when we have a gl implementation with good health and stable and with a high compliant level with 1.1 and part of 1.2. So here we have two options follow working in ps2gl improving/learning how to do things more gl compliant and the other one work in a fresh implementation with modern ps2sdk features. Both options can be done at the same time. All of these points does not include others that i am working on already in wip status:
And at the same time, working in game industry xD, insane you know |
I have added some updates that relate to testing i am starting on for models, and am hoping to create the PR in order to tag my current progress. it is not yet finished, but i was hoping to have a stopping point, with some working tests i have added with these changes and these examples:
These also require the state of ps2gl here: https://github.com/meisei4/ps2gl/tree/proper_pvc_no_lights, and partially discussed here: ps2dev/ps2gl#27