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Fix documentation on vertex layout for sceGuDrawArray
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@@ -614,7 +614,7 @@ int sceGuSync(int mode, int what);
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* - GU_TRIANGLE_FAN - Filled triangle-fan (3 vertices for the first primitive, 1 for every following)
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* - GU_SPRITES - Filled blocks (2 vertices per primitive)
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*
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* The vertex-type decides how the vertices align and what kind of information they contain.
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* The vertex-type decides how the vertices align and what kind of information they contain.\n
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* The following flags are ORed together to compose the final vertex format:
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* - GU_TEXTURE_8BIT - 8-bit texture coordinates
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* - GU_TEXTURE_16BIT - 16-bit texture coordinates
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@@ -646,7 +646,16 @@ 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_3D - Coordinate is transformed before passed to rasterizer
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*
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* @note Every vertex must align to 32 bits, which means that you HAVE to pad if it does not add up!
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* Vertex member order:
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* [for vertices(1-8)]\n
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* \t[weights(0-8)]\n
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* \t[texture coordinates]\n
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* \t[color]\n
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* \t[normal]\n
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* \t[vertex]\n
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* [/for]
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*
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* @note Every vertex member must be aligned to 16 bits.
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*
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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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@@ -670,15 +679,6 @@ int sceGuSync(int mode, int what);
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* - The scaling factor as demonstrated will be 128.0f.
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* - See above for notes on texture and normals.
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*
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* Vertex order:
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* [for vertices(1-8)]
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* [weights (0-8)]
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* [texture uv]
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* [color]
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* [normal]
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* [vertex]
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* [/for]
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*
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* @par Example: Render 400 triangles, with floating-point texture coordinates, and floating-point position, no indices
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* @code
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* sceGuDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF,400*3,0,vertices);
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