Okay, before I go on, I understand that the Z-buffer thing is a problem for the PSX...but umm..while I was going through the Libref, I was trying toing to figure out how the command :
SVECTOR array will translate to an setxy3( *p,x0,y0,x1,y1,x2,y2) ....properly. The way I see it, there's 3 x's and 3 y's. But how exactly does it go inside the macro function, without messing up the geometry ? Like, would you fit it inside the function, sequentially, with the first 3 vert coords of the SVECTOR fitting in there sv[0](x0), sv[1](y0), sv[2](x1), ...), or must it be alternated . A simple clarification would be appreciated.....
I have a question... a crazy question...
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Surely the documentation explains the arguments. Try also running a search in the Sony samples to find an example
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
Yeah, I actually did find the explanation of the verts in comparison. It's really weird, but it still feels weird. Thats why I like rigorous EXPERIMENTATION
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