Path: chuka.playstation.co.uk!news From: "Graeme Evans" Newsgroups: scee.yaroze.freetalk.english Subject: Re: openGl from yaroze conversion Date: Tue, 29 Jun 1999 19:20:34 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: <7lb3ih$11116@chuka.playstation.co.uk> References: <37702400.7AFE4B6B@breathemail.net> <930348110.639671215@www.netyaroze-europe.com> NNTP-Posting-Host: fourny.demon.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 >From my experience, Direct3D is a bitch to program (I never did >sort out all the problems with RsdANIM). You can translate all >the concepts in the Yaroze LIBGS library into OpenGL fairly >simply though - you should be able to just to an interface library >that lets you compile yaroze code on OpenGL systems (I know >that some Japanese guy did that for DirectX, and ported the >dino demo onto windows with it as a demo). Hmm and if you could do a graphics interface library then the biggest hurdle to compiling yaroze code on the pc is pointers to fixed locations in memory. I was daydreaming about that for a while, and i realised the easiest way round that is to use the R3000 compilers and emulate the R3000 code and memory, trap out the most common function calls to the static library and route them to PC native versions (stuff like abs() and the like). bout six months ago i thought that would be cool and wrote an R3000 emulator but i really cant be bothered doing the function trapping. It might make a nice summer conversation piece project and turn into a real cool debugger, if anyone wants the code i'll mail you a copy. your HAckER DUde friend graeme