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Author Topic: PGE Source Code  (Read 3375 times)
Criptych
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« Reply #30 on: December 21, 2009, 07:31:12 PM »

I had to change instances of $(PSPBIN)/bin/freetype-config to freetype-config (in Makefile and pge_build.mak) for it to work properly.  Also make sure you're building the library with make lib instead of just make.
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emcp
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« Reply #31 on: February 06, 2010, 11:43:03 AM »

Is the Obj loader finished
what happened to md2/3

just dont know whether to use pge or lpe,
dont like the way pge, restricts the gu functionality
but would love (and use) it if it had a simple model loader

thanks
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romero126
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« Reply #32 on: June 09, 2010, 10:02:55 AM »

PGE is almost the exact representation of the way the GU is normally supposed to run. However its been a while since ive seen IWN so therefore it has been a long time since IWN was active in the psp scene. So its probably not as upto date as some of them other projects that you young timers like to use.
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danran
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« Reply #33 on: June 09, 2010, 11:21:05 AM »

 Cheesy you can tell romero hasn't been around for awhile.
To update the "older gen" - infact PGE is pretty much as up to date as any other lua interpreter. LPE (luaplayer euphoria) has emerged but that isn't as fast as pge quite yet but catching up fast. Though that itself hasn't seen an update in months, though one is expected soon.

Apart from that after trying the latest version (v0.03 compiled by criptych), the only thing i can see that hurts it is the font issues. Un-sure on the newer functions i.e ad-hoc, particles. Haven't tried them, nor the 3d side of it. 
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emcp
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« Reply #34 on: June 09, 2010, 11:53:52 AM »

PGE is almost the exact representation of the way the GU is normally supposed to run. However its been a while since ive seen IWN so therefore it has been a long time since IWN was active in the psp scene. So its probably not as upto date as some of them other projects that you young timers like to use.

this is what im on about
Code:
void pgeGfxSetMode3D(float fov)
{
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(fov, 480.0f/272.0f, 1.0f, 1000.0f);

sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();

sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
}*/

seriously is it that much harder typing in

Code:
480.0f/272.0f, 1.0f, 1000.0f

at least you get more control, and there is the odd time you can use this
but then the odd. also im not sure switching matrixmode, too often is also a good idea

basically for me 3d Gu is simple to use
they just needed a model loader, and maybe a simple cel shaded shader
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