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ethomaz said:

Kasz216 said:

That's because you are wrong.  LibGCM is a customized OpenGL.

I'm more and more convinced you aren't a developer.

I feel like your just info diving till you reach something you think proves your point... without bothering to read the whole thing or get an overview to check your points.

Again you aren't trying to learn anything, just trying to prove a point, regardless of what the facts may show.

Just to you dude.

"The problem is, the PlayStation 3 doesn’t USE OpenGL, it uses Sony’s own PSGL (which might be based on OpenGL ES 1.0, but has a LOT of hardware-specific extensions, since OpenGL ES 1.0 doesn’t even offer programmable shaders or anything… Ironically enough PSGL is based on Cg, which was developed by nVidia and Microsoft, and is closely related to Direct3D’s HLSL, but NOT OpenGL’s GLSL). And in fact, many games don’t even use PSGL all that much, but use the lower-level LibGCM or go down to the bare metal themselves (the advantage of a console: hardware is fixed)."

Please, don't make confusion with PSGL with the LibGCM.... LibGCM is a low level API close to metal... the PSGL is based in OpenGL. 


Stupid arguing all together. Sorry but this is just useless as we don't know how much overhead which api has. But be sure that every dev-kit allows for intrinsics if you want to talk directly to the hardware and want to shake hands with every register :)