Fix documentation on vertex layout for sceGuDrawArray

This commit is contained in:
Sokus
2024-02-11 11:06:17 +01:00
parent 25f8e86654
commit c992832f0b

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@@ -614,7 +614,7 @@ int sceGuSync(int mode, int what);
* - GU_TRIANGLE_FAN - Filled triangle-fan (3 vertices for the first primitive, 1 for every following)
* - GU_SPRITES - Filled blocks (2 vertices per primitive)
*
* The vertex-type decides how the vertices align and what kind of information they contain.
* The vertex-type decides how the vertices align and what kind of information they contain.\n
* The following flags are ORed together to compose the final vertex format:
* - GU_TEXTURE_8BIT - 8-bit texture coordinates
* - GU_TEXTURE_16BIT - 16-bit texture coordinates
@@ -646,7 +646,16 @@ int sceGuSync(int mode, int what);
* - GU_TRANSFORM_2D - Coordinate is passed directly to the rasterizer
* - GU_TRANSFORM_3D - Coordinate is transformed before passed to rasterizer
*
* @note Every vertex must align to 32 bits, which means that you HAVE to pad if it does not add up!
* Vertex member order:
* [for vertices(1-8)]\n
* \t[weights(0-8)]\n
* \t[texture coordinates]\n
* \t[color]\n
* \t[normal]\n
* \t[vertex]\n
* [/for]
*
* @note Every vertex member must be aligned to 16 bits.
*
* @par Notes on 16 bit vertex/texture/normal formats:
* - Values are stored as 16-bit signed integers, with a range of -32768 to 32767
@@ -670,15 +679,6 @@ int sceGuSync(int mode, int what);
* - The scaling factor as demonstrated will be 128.0f.
* - See above for notes on texture and normals.
*
* Vertex order:
* [for vertices(1-8)]
* [weights (0-8)]
* [texture uv]
* [color]
* [normal]
* [vertex]
* [/for]
*
* @par Example: Render 400 triangles, with floating-point texture coordinates, and floating-point position, no indices
* @code
* sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF,400*3,0,vertices);