Panajev2001a
GAF's Pleasant Genius
Would you rather use a more OpenGL like approach like this:
Or this ?
I tend to prefer the OpenGL-like approach, but I know some would prefer something "similar", but of course modified and enhanced, to the second approach.
They both produce an object on scree that rotates, so they both work.
FirePacketToVif... for those who have looked at ps2linux stuff before, this is only a shell of Fortuna's function: really all it is doing now is setting a few EE registers to start the DMA transfer.
We will talk more about and show pictures when we get something worthy of being shown: there is still so much to do... no matter how much you work on it.
We are at 0.01% I think, lol .
PlayStation 2 is fun to play with: first you seem to get lost, then you seem to think you got the hang of it and then you see that it was only the beginning... rinse and repeat... this feeling continues.
Even parts you have already"done", you keep going back to them and/or add new stuff that goes along with them.
Code:
myStack.Push (temp_stack);
IdentityMatrix ( &temp_stack );
temp_stack.m[3][0] = 2048.0f; // x
temp_stack.m[3][1] = 2048.0f; // y
temp_stack.m[3][2] = 1000.0f; // z; // z
RotMatrixY(&temp_stack, &temp_stack, [b]an++[/b]);
if ( an >= 360.0f ) an = 0.0f;
tie.upload_matrix (iSPS2Device);
sps2FlushCache(iSPS2Device);
tie.FirePacketToVIF (m_Prim1Base,pMemEnd,m_Prim1Base,iSPS2Device);
myStack.Pop(); //updates temp_stack, the global matrix
Or this ?
Code:
myStack.Push (temp_stack);
tie1.synch_matrix(); //copies the matrix stored in the tie object
//into the global temp_stack
temp_stack.m[3][0] = 2148.0f; // x
temp_stack.m[3][1] = 1948.0f; // y
temp_stack.m[3][2] = 1000.0f; // z; // z
RotMatrixY(&temp_stack, &temp_stack, [b]-0.017f[/b]);
tie1.upload_matrix (iSPS2Device);
sps2FlushCache(iSPS2Device);
tie1.FirePacketToVIF (m_Prim1Base,pMemEnd,m_Prim1Base,iSPS2Device);
myStack.Pop();
I tend to prefer the OpenGL-like approach, but I know some would prefer something "similar", but of course modified and enhanced, to the second approach.
They both produce an object on scree that rotates, so they both work.
FirePacketToVif... for those who have looked at ps2linux stuff before, this is only a shell of Fortuna's function: really all it is doing now is setting a few EE registers to start the DMA transfer.
We will talk more about and show pictures when we get something worthy of being shown: there is still so much to do... no matter how much you work on it.
We are at 0.01% I think, lol .
PlayStation 2 is fun to play with: first you seem to get lost, then you seem to think you got the hang of it and then you see that it was only the beginning... rinse and repeat... this feeling continues.
Even parts you have already"done", you keep going back to them and/or add new stuff that goes along with them.