Code: Select all
void DrawScene( void )
{
    sceGuStart( GU_DIRECT, dList );                   
    sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);     
    sceGumMatrixMode(GU_MODEL);                               
      //----- shape 1
     sceGumLoadIdentity();                                     
     {	
	ScePspFVector3 move = { 0.0f,-0.05f, -3.1f };
	sceGumTranslate( &move );  
        sceGumRotateZ( 0.00f );	
      }
       
       sceGuTexImage(...); 
       sceGumDrawArray(...);
      //----- shape 2
     sceGumLoadIdentity();                                     
     {	
	ScePspFVector3 move = { 0.0f,-0.05f, -3.1f };
	sceGumTranslate( &move );  
        sceGumRotateZ( 0.00f );	
      }
       
       sceGuTexImage(...); 
       sceGumDrawArray(...);
       
      //----- shape 3
     sceGumLoadIdentity();                                     
     {	
	ScePspFVector3 move = { 0.0f,-0.05f, -3.1f };
	sceGumTranslate( &move );  
        sceGumRotateZ( 0.00f );	
      }
       
       sceGuTexImage(...); 
       sceGumDrawArray(...);
       
	sceGuFinish();
	sceGuSync(0,0);
        	
}
Code: Select all
void DrawScene( void )
{
    sceGuStart( GU_DIRECT, dList );                   
    sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);     
    sceGumMatrixMode(GU_MODEL);   
    ruspa_draw(shape1,texture1,0);  
    ruspa_draw(shape2,texture2,0);
    ruspa_draw(shape3,texture3,0);
    sceGuFinish();
    sceGuSync(0,0);
}
void ruspa_draw(Vertex shape,Image* texture,float rotation){
    
    sceGumLoadIdentity();                                     
        sceGuTexFilter( GU_LINEAR, GU_LINEAR );
        
		sceGuTexFilter( GU_LINEAR, GU_LINEAR );		
 
        {
		ScePspFVector3 move = { -0.03f,0.0f, -3.0f };
		
		sceGumTranslate( &move );                        
                
                sceGumRotateZ( rotation);				
       }
       
       sceGuTexImage( 0, texture->textureWidth, texture->textureHeight, texture->textureWidth,texture->data ); 
       sceGumDrawArray( GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,3*2, 0, shape);
    
    
}
