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Merge pull request #176 from Sokus/master
Refactor vertex data layout description for sceGuDrawArray
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@@ -646,16 +646,17 @@ int sceGuSync(int mode, int what);
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* - GU_TRANSFORM_2D - Coordinate is passed directly to the rasterizer
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* - GU_TRANSFORM_2D - Coordinate is passed directly to the rasterizer
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* - GU_TRANSFORM_3D - Coordinate is transformed before passed to rasterizer
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* - GU_TRANSFORM_3D - Coordinate is transformed before passed to rasterizer
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*
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*
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* Vertex member order:
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* Data members inside a vertex are laid out in the following order:
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* [for vertices(1-8)]\n
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* - Weights - if GU_WEIGHTS(n) is used N weights are present
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* \t[weights(0-8)]\n
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* - Texture Coordinates
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* \t[texture coordinates]\n
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* - Color
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* \t[color]\n
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* - Normal
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* \t[normal]\n
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* - Position
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* \t[vertex]\n
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* [/for]
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*
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*
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* @note Every vertex member must be aligned to 16 bits.
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* If GU_VERTICES(n) is used the entire vertex structure is repeated N-times.\n
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* A member is only present if related type flag has been used (look at examples below).
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*
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* @note Every member making up a vertex must be aligned to 16 bits.
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*
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*
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* @par Notes on 16 bit vertex/texture/normal formats:
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* @par Notes on 16 bit vertex/texture/normal formats:
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* - Values are stored as 16-bit signed integers, with a range of -32768 to 32767
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* - Values are stored as 16-bit signed integers, with a range of -32768 to 32767
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