| Kynes said: Ethomaz, LibGCM is a bypass for some things, for others libGCM just relies on OpenGL. There is even a wrapper that executes OpenGL native code, and 99% of the developers use that wrapper. I can't believe you have ever developed anything. |
Here a good article about the PS3 DevKit.
http://sandstormgames.ca/blog/tag/libgcm/
Talks about the PSGL (the API based in OpenGL and nVidia GC) and the libGCM ... showing inclusive you only can access all the hardware features using the libGCM.
Just focus one minute in the PS3 DevKit... not PC developers... did you have access to the PS3 DevKit? If not ask to someone the have... I'm not in disagree with you for trolling or make me looks better than you... I only just showing how the PS3 games are made using the LibGCM instead the OpenGL based API.
The LibGCM didn't have even features present in OpenGL 1.0... LibGCM is a low level API and that makes all the difference when you works with a fixed hardware...
BTW I agree with you the multiplataform developers uses a OpenGL wrapper but the the exclusives games for PS3 are developed directly using LibGCM.... I think that the confusion you are making here.
Edit - I didn't even entered in the subject the PSGL (the OpenGL in PS3) is emulated over the libGCM
... that means the OpenGL in PS3 call the functions in libGCM.







