Hi,
Perhaps this is a dumb question, but I did not find how to disable texturing. I mean, I want to render a textured cuad and a blue cuad (using vertex colors). I first render the textured cuad and set the corresponding texture, but to render the second one I need to set no texture in order to render using vertex color. I have tried to Set a texture of NULL with the sceSetImageTexture, but this hangs my console, any help please?.
Thanks in advance,
HexDump.
			
			
									
									
						Disable texturing...
Dumb!, didn´t noticed that (late at night working). 
Anyway I thought there were a way to do not render polys with textures without disabling textures all around. For example in dx you do a settexture(NULL), and although textures are activated it renders the polys using vertex colors.
Thanks mam,
HexDump.
			
			
									
									
						Anyway I thought there were a way to do not render polys with textures without disabling textures all around. For example in dx you do a settexture(NULL), and although textures are activated it renders the polys using vertex colors.
Thanks mam,
HexDump.
Code: Select all
class VertexTEXTURED
{
  public:
  float u, v;         // UV-texture
  unsigned int color; // AABBGGRR no have to
  float x, y, z;
};
class VertexVertexPainted
{
  public:
  unsigned int color; // AABBGGRR no have to
  float x, y, z;
};
// for drawing textured
          /* Set texture as current texture for the GU */
          sceGuTexImage(0,mesh.texture_width, mesh.texture_height, mesh.texture_width, mesh.VRAM_pointer);
          // enable this when V4 will be released ;)
          sceGumDrawArray(GU_TRIANGLES,
                          GU_INDEX_16BIT | GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_TRANSFORM_3D,
                          (int)mesh.faceCount * 3,
                          mesh.faces,
                          mesh.vertices);
//for drawing non-textured
          sceGumDrawArray(GU_TRIANGLES,
                          GU_INDEX_16BIT | GU_VERTEX_32BITF | GU_TRANSFORM_3D,
                          (int)mesh.faceCount * 3,
                          mesh.faces,
                          mesh.vertices);btw: i did not find a better solution (use one struct to draw both types...)
if you find one let me know
greets
lumo
- 
				starman2049
 - Posts: 75
 - Joined: Mon Sep 19, 2005 5:41 am