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Showing content with the highest reputation on 02/05/20 in all areas

  1. 3 points
    I want to to help develop this further! How can i get in touch??
  2. 1 point
    That's how I often feel, if you want ideas on your structured cabling or a logical topology or someone to toss ideas to, I'm your man, but I have never been a coder. I respect people who can actually enjoy scripting because it can be so maddening to debug your own source especially when trying to implement the updates modules without breaking the build. Like me troubleshooting a break in structured cabling to get something important back online or to trace to the right circuit ID without interrupting client services so you can do demarc extension and hotcut with the least time of service interruption.
  3. 1 point
    Watching these projects from the sidelines is so frustrating, I wish I could help, but I make my living swinging a hammer. You guys that put in the work on these projects are my heroes, dead serious.
  4. 1 point
    well the source is here: https://github.com/marty28/XBMC-360 there is even a build on there
  5. 1 point
    He is looking for devs to help port it if any one can spare some time
  6. 1 point
    Check out his youtube his done afew things mainly for og xbox XBMC is getting there His active on emuExtras.com if need to contact him
  7. 1 point
    Would be so awesome if XBMC is ported to the 360. I use it all the time on my og xbox and KODI on my pc. Now just to add it to 360 and life would be complete
  8. 1 point
    Thanks Gavin for any help you can offer - I'm glad others see the potential for good things with an openGL port! Yeah I saw that GLDirect too and thought the same thing being based on directx 9 it should be closer to what we need but it looked like too much code for me to tackle heheh... If there is anything you want me to test just give me a shout! Best of luck :-)
  9. 1 point
    I will look into porting GL2DX to the xbox later this week, but from what I can see, the functions are limited, some are partial stubs, and others are commented out completly. I was also looking at TitaniumGL, which in windows does the same thing, but I dont think it supports anything after OpenGL 1.2 API. As for that project, which seems to have a lot more work done on it, it is a closed source library, so I will have to wait and see if the developer writes me back, and if they are interested in porting it to the 360, or will give me the code to do it myself. The other issue I have seen with GL2DX, is that it was written for DX11, where as far as I know the xbox only supports 9.0c and lower api, where Titanium GL is programmed to work all the way from windows 98 to windows 10.(Then again if you dont have a video card that supports opengl in windows 10, your issues are much bigger then I thought. ) Long story short it seems like a fun learning experience, but I am not going to make any promises, because I dont know how well the code I am starting with works, let alone how much of the systems resources it will take to convert all of the rendering math for DX, which would then be taken away from the app, game, or emulator you are trying to run. Also cant promise that it will work on all versions of the xbox kernel. You would think it would, but I cant promise it will. Edit: Just found GLDirect, which is an opensource 32bit library that uses a modified version of Mesa OpenGL library that wraps everything to DirectX 9. Should be much easier to port to the xbox, and already has 90% of the required code for the xbox360 port. I think I will use that as a starting point, as I know that Mesa libs support most GL calls, and functions.
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