It does work, but ain't useful for anything "serious". It's somewhat similar to, say, plain glVertex() calls in OpenGL (no lists, no varrays) - it does work, but...DemoCoder said:Can you explain why OpenGL doesn't work on Cube or PS2? Doesn't Sony in fact, have an implementation of OpenGL for the PS2?
Sure, you might need to add extensions to expose native features, and you might not reach the efficiency of some Glide-like to-the-metal API, but I find it hard to believe that OpenGL simply "can't be implemented" on those platforms.
PS2 is a beast that's too different. It's too different in terms of architecture (it's nothing like a PC), and in terms on graphics processing. Eg. T&L is done via vector units - which leave current PC "vertex shaders" lightyears behind - that is, they are fully programmable general purpose vector processors. You can do T&L with them, compute intensive math with them, do tesselation with them, even generate dynamic textures with them. More, there are smaller things like triangle clippers, DMA transfers etc.
You can't efficiently wrap GL/DX (which are quite similar) onto this architecture.