int main(int argc, char* argv[])
{
//* Register Callbacks
SystemInitCallbacks();
//* Init Input
SystemInitInput();
//* Init Display
SystemInitDisplay();
int val = 0;
TGAImage myImage[2];
ObjectMesh myCube;
//* Setup Texture
TGALoadImage( &myImage[0], "./Art/mario_floor.tga" );
TGALoadImage( &myImage[1], "./Art/mario_bg.tga" );
//* Setup Mesh
myCube.SetPrimitiveType( GU_TRIANGLES );
myCube.SetVertexType( GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|G U_TRANSFORM_3D );
myCube.LoadVertexs( vertices, 12*3, false );
myCube.SetPosition( 0, 0, -2.5f );
//* Validate an image was loaded
if( myImage[0].pImageData && myImage[1].pImageData )
{
myCube.SetRenderStages( myImage, 2 );
myCube.SetBlendMode( GU_ADD, GU_SRC_COLOR, GU_FIX, 0, 0x9f9f9f9f );
}
while( 1 )
{
SystemStartFrame();
// setup matrices for cube
sceGumMatrixMode(GU_PROJECTION);
sceGumLoadIdentity();
sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
sceGumMatrixMode(GU_VIEW);
sceGumLoadIdentity();
myCube.SetRotation( val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) );
// draw cube
myCube.SetPosition( -5.0f, 0, -5.5f );
myCube.Render();
myCube.SetPosition( 5.0f, 0, -5.5f );
myCube.Render();
SystemEndFrame();
val++;
}
sceGuTerm();
sceKernelExitGame();
return 0;
}
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