i've simply modified the cube sample to display 120 cubes (each one textured with the same texture)
my first try give me some very poor performance and so i decided to pre generated 2 command lists (one for the texture and another one for the cube)
i must be missing something because i changes nothing to the performance i got !! => 15 fps !!
here is the full code, just replace the main file from the cube sample with this file and it should compile
why is there no performance gain ?
thanks in advance for any help !!
Code: Select all
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* Copyright (c) 2005 Jesper Svennevid
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <pspdebug.h>
#include <time.h>
#include <pspgu.h>
#include <pspgum.h>
#include "../common/callbacks.h"
#include "../common/vram.h"
PSP_MODULE_INFO("Cube Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
static unsigned int __attribute__((aligned(16))) list[262144];
extern unsigned char logo_start[];
#define printf pspDebugScreenPrintf
struct Vertex
{
float u, v;
unsigned int color;
float x,y,z;
};
struct Vertex __attribute__((aligned(16))) vertices[12*3] =
{
{0, 0, 0xff7f0000,-1,-1, 1}, // 0
{1, 0, 0xff7f0000,-1, 1, 1}, // 4
{1, 1, 0xff7f0000, 1, 1, 1}, // 5
{0, 0, 0xff7f0000,-1,-1, 1}, // 0
{1, 1, 0xff7f0000, 1, 1, 1}, // 5
{0, 1, 0xff7f0000, 1,-1, 1}, // 1
{0, 0, 0xff7f0000,-1,-1,-1}, // 3
{1, 0, 0xff7f0000, 1,-1,-1}, // 2
{1, 1, 0xff7f0000, 1, 1,-1}, // 6
{0, 0, 0xff7f0000,-1,-1,-1}, // 3
{1, 1, 0xff7f0000, 1, 1,-1}, // 6
{0, 1, 0xff7f0000,-1, 1,-1}, // 7
{0, 0, 0xff007f00, 1,-1,-1}, // 0
{1, 0, 0xff007f00, 1,-1, 1}, // 3
{1, 1, 0xff007f00, 1, 1, 1}, // 7
{0, 0, 0xff007f00, 1,-1,-1}, // 0
{1, 1, 0xff007f00, 1, 1, 1}, // 7
{0, 1, 0xff007f00, 1, 1,-1}, // 4
{0, 0, 0xff007f00,-1,-1,-1}, // 0
{1, 0, 0xff007f00,-1, 1,-1}, // 3
{1, 1, 0xff007f00,-1, 1, 1}, // 7
{0, 0, 0xff007f00,-1,-1,-1}, // 0
{1, 1, 0xff007f00,-1, 1, 1}, // 7
{0, 1, 0xff007f00,-1,-1, 1}, // 4
{0, 0, 0xff00007f,-1, 1,-1}, // 0
{1, 0, 0xff00007f, 1, 1,-1}, // 1
{1, 1, 0xff00007f, 1, 1, 1}, // 2
{0, 0, 0xff00007f,-1, 1,-1}, // 0
{1, 1, 0xff00007f, 1, 1, 1}, // 2
{0, 1, 0xff00007f,-1, 1, 1}, // 3
{0, 0, 0xff00007f,-1,-1,-1}, // 4
{1, 0, 0xff00007f,-1,-1, 1}, // 7
{1, 1, 0xff00007f, 1,-1, 1}, // 6
{0, 0, 0xff00007f,-1,-1,-1}, // 4
{1, 1, 0xff00007f, 1,-1, 1}, // 6
{0, 1, 0xff00007f, 1,-1,-1}, // 5
};
#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
#define SET_TEXTURE() sceGuCallList(smallList1);
#define DISPLAY_CUBE() SET_TEXTURE(); sceGumUpdateMatrix(); sceGuCallList(smallList2);
static unsigned int __attribute__((aligned(16))) smallList1[1024];
static unsigned int __attribute__((aligned(16))) smallList2[1024];
int main(int argc, char* argv[])
{
pspDebugScreenInit();
setupCallbacks();
// setup GU
void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);
sceGuInit();
sceGuStart(GU_DIRECT,list);
sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
sceGuDepthBuffer(zbp,BUF_WIDTH);
sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
sceGuDepthRange(65535,0);
sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
sceGuEnable(GU_SCISSOR_TEST);
sceGuDepthFunc(GU_GEQUAL);
sceGuEnable(GU_DEPTH_TEST);
sceGuFrontFace(GU_CW);
sceGuShadeModel(GU_SMOOTH);
sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_TEXTURE_2D);
sceGuEnable(GU_CLIP_PLANES);
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuDisplay(GU_TRUE);
// run sample
int val = 0;
long oldMS, curMS;
struct timeval tval;
gettimeofday(&tval,0);
oldMS = tval.tv_sec * 1000 + tval.tv_usec;
// generate callable command-list for cube rendering
{
sceGuStart(GU_CALL, smallList2);
// draw cube
sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,vertices);
sceGuFinish();
sceGuSync(0,0);
}
{
sceGuStart(GU_CALL, smallList1);
sceGuTexMode(GU_PSM_4444,0,0,0);
sceGuTexImage(0,64,64,64,logo_start);
sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);
sceGuTexEnvColor(0xffff00);
sceGuTexFilter(GU_LINEAR,GU_LINEAR);
sceGuTexScale(1.0f,1.0f);
sceGuTexOffset(0.0f,0.0f);
sceGuAmbientColor(0xffffffff);
sceGuFinish();
sceGuSync(0,0);
}
while(running())
{
pspDebugScreenSetXY(1, 1);
struct timeval tval;
gettimeofday(&tval,0);
curMS = tval.tv_sec * 1000000 + tval.tv_usec;
long diff = curMS - oldMS;
float fff = 1000000.f / diff;
printf("%d %d %f\n", tval.tv_sec, tval.tv_usec, fff);
oldMS = curMS;
sceGuStart(GU_DIRECT,list);
// clear screen
sceGuClearColor(0xff554433);
sceGuClearDepth(0);
sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
// setup matrices for cube
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
// setup texture
float Y = 2;
float Z = -7.5f;
int IMAX = 4;
int i;
for (i = 0; i < IMAX; ++i)
{
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 0;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -2;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Z = -10.0f;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 0;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -2;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Z = -12.5f;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 0;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -2;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Z = -15.0f;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = 0;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -2;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
Y = -4;
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -2, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -4, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { 6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
sceGumMatrixMode(GU_MODEL);
sceGumLoadIdentity();
{
ScePspFVector3 pos = { -6, Y, Z };
ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
sceGumTranslate(&pos);
sceGumRotateXYZ(&rot);
}
// draw cube
DISPLAY_CUBE();
}
sceGuFinish();
sceGuSync(0,0);
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
val++;
}
sceGuTerm();
sceKernelExitGame();
return 0;
}