Refactor vertex data layout description for sceGuDrawArray

This commit is contained in:
Sokus
2024-02-12 20:34:40 +01:00
parent fa4c130f6e
commit fa9b2c7f25

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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_3D - Coordinate is transformed before passed to rasterizer
*
* 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]
* Data members inside a vertex are laid out in the following order:
* - Weights - if GU_WEIGHTS(n) is used N weights are present
* - Texture Coordinates
* - Color
* - Normal
* - Position
*
* @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:
* - Values are stored as 16-bit signed integers, with a range of -32768 to 32767