i have this vector:
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std::vector<ObjColFace*> collisionFaces;
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typedef struct { ScePspFVector3 vertices[3]; } ObjColFace;
it gives not compiler errors, what am i doing wrong here ?
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std::vector<ObjColFace*> collisionFaces;
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typedef struct { ScePspFVector3 vertices[3]; } ObjColFace;
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void Obj::Render(float x, float y, float z, float turn) {
//char s[256];
//sprintf(s, "Render location: %f, %f, %f and the TURN: %f", x, y, z, turn);
//DebugTools::PrintText(s);
matrix_identity((float*)&world);
if (turn != 0) {
matrix_identity((float*)&tmpworld);
matrix_rotate((float*)&tmpworld,0,turn,0);
matrix_multiply((float*)&world, (float*)&world, (float*)&tmpworld);
}
matrix_identity((float*)&tmpworld);
matrix_translate((float*)&tmpworld,x,y,z);
matrix_multiply((float*)&world, (float*)&tmpworld, (float*)&world);
sceGuSetMatrix(GU_MODEL,&world);
sceGuTexMode(GU_PSM_8888, 0 ,0 ,0);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
sceGuTexFilter(GU_LINEAR, GU_LINEAR);
sceGuTexScale(1.0f, 1.0f);
sceGuTexOffset(0.0f, 0.0f);
int i;
for (i=0;i<iNumberOfParts;i++)
{
sceGuTexImage(0, ObjMeshParts[i].texture->textureWidth, ObjMeshParts[i].texture->textureHeight, ObjMeshParts[i].texture->textureWidth, (void*)ObjMeshParts[i].texture->data);
sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,ObjMeshParts[i].iFaces*3,0,ObjMeshParts[i].Vertices);
}
return;
};