How about including the vertex shader into to the final app?
You mean just in a .c file. Yea, I'll do that once its final. At the moment i enjoy the syntax highlighting that the PVR tools provide. If there's performance to be gained, I may move to dynamic vertex shader generation aswell at some point.
I might be able to help with some assembler loops for conversion between texture formats in the near future because the PSPs GU lib is a stripped / modified / remake version of OpenGL and I need the same stuff.
Cheers, that would be great. I may write some in C, just to maintain portability.
I might be able to provide some shader stuff too, but I'm still hacking (haven't done this since I started with it ) the binary shader format.. - A look at wine might be useful.
Just curious, what do you need the binary format for?
Surprising that you didn't put in the display lists first - shouldn't be too hard if you start with them in the back of your head - because I see them in a lot of samples and tutorials.
Yea, its just a boring thing to code. Basically just an interpreter. I could probably modify the Mesa implementation to suit.... all 8000 lines of it.... actually on second thoughts it might be easier to it implement it my self. When you look at mesa it becomes evident why embedded systems needed ES.
Yea ShaderGen is cool. However i felt i shouldn't look at it because i approached this as a learning exercise, i wasn't expecting anything useful to come of it. Now I may aswell go through my vertex shader and make a few correction based on the ShaderGen stuff.
PS: I've only been working on/off on this for less than a month.