Discuss the development of new homebrew software, tools and libraries.
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peterstroeiman
- Posts: 11
- Joined: Fri Sep 16, 2005 3:18 am
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by peterstroeiman »
Hi.
I have managed to render some objects on the screen. My vertices contain no color information, only coordinates
Code: Select all
struct Vertex
{
float x,y,z;
};
To set the colod I call
Then render the objects using
Code: Select all
sceGuDrawArray(
GU_TRIANGLES,GU_VERTEX_32BITF|GU_TRANSFORM_3D,
vertexCount,0, vertexData );
But the rendered objects are all black.
What am I doing wrong?
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Ryu
- Posts: 19
- Joined: Mon Oct 17, 2005 8:36 pm
Post
by Ryu »
you have to use that structure:
struct Vertex
{
float u,v;
UINT color;
float x,y,z;
};
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peterstroeiman
- Posts: 11
- Joined: Fri Sep 16, 2005 3:18 am
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Contact:
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by peterstroeiman »
but..
I shouldn't put texture coordinates and color info in the struct if I don't specify a texture format and color format in the call to sceGuDrawArray.
And besides, my geometry seems correct, which means that the function sees the vertex format I specified.
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Ryu
- Posts: 19
- Joined: Mon Oct 17, 2005 8:36 pm
Post
by Ryu »
peterstroeiman wrote:but..
I shouldn't put texture coordinates and color info in the struct if I don't specify a texture format and color format in the call to sceGuDrawArray.
And besides, my geometry seems correct, which means that the function sees the vertex format I specified.
ok i read the h file again, i guess you can use any structure as long as it's aligned to 32bit which is the case for you
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mofig
- Posts: 3
- Joined: Tue Aug 23, 2005 4:55 am
- Location: Oregon
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by mofig »
if you have lighting enabled you need to specify normals for your objects.
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peterstroeiman
- Posts: 11
- Joined: Fri Sep 16, 2005 3:18 am
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by peterstroeiman »
I found out the problem.
I had texture mapping enabled, which I shouldn't when not using it.