Merge pull request #176 from Sokus/master

Refactor vertex data layout description for sceGuDrawArray
This commit is contained in:
Diamond Rivero
2024-02-13 10:19:24 +08:00
committed by GitHub

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