i have this vector:
Code: Select all
std::vector<ObjColFace*>		collisionFaces;	Code: Select all
typedef struct {	ScePspFVector3	vertices[3];	} ObjColFace;it gives not compiler errors, what am i doing wrong here ?
Code: Select all
std::vector<ObjColFace*>		collisionFaces;	Code: Select all
typedef struct {	ScePspFVector3	vertices[3];	} ObjColFace;Code: Select all
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;
	};