Comments (3)
GL_POLYGON as you said can be replaced with GL_TRIANGLE_FAN.
glVertex functions should be avoided if possible and instead vitaGL unique ones should be used. (or at least the GL ES ones).
Uniforms functions can be added.
As for Framebuffers, they're not that easy to implement. That's why they're not yet in vitaGL as of now.
Since you said EDGE is an id Tech 1 GL port, take a look at my vitaQuake: https://github.com/Rinnegatamante/vitaQuake
This is a source port of id Tech 2 using vitaGL. Maybe it will help (all original drawing functions had been replaced with vitaGL unique ones that offer better performances cause take advantage of how sceGxm works).
For any further questions, please join Henkaku discord server for a faster comunication: https://discord.gg/m7MwpKA
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Related Issues (20)
- Mipmaps for NPOT textures are broken HOT 2
- Unable to link vitaGL on macOS
- glScissor is still broken HOT 1
- Can't compile samples HOT 2
- glLoadMatrixf ordering HOT 1
- cant compile samples [2] HOT 1
- Clip Planes bug HOT 1
- CppCheck Fixes HOT 5
- Disabling MSAA causes issues (GPU Crash/APP Crash) HOT 1
- Runtime shader compiler support HOT 21
- Undefined reference to `vglHasRuntimeShaderCompiler' HOT 1
- Having issues loading shaders HOT 5
- Possible Source engine port? HOT 1
- Vita Nearest Neighbour does not work with latest VitaGL build HOT 4
- VITABatteryPlus does not work with latest VitaGL build HOT 2
- game build error
- game build error
- Porting to Wii U/3DS HOT 5
- Ps1 emulator HOT 1
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