start && end > -1) { if (start > -1) { var res = data.substring(start, end); start = res.indexOf('>') + 1; res = res.substring(start); if (res.length != 0) { eval(res); } } cursor = end + 1; } } } //]]>
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textures+normals+vertexcolor simultaneously? July 27, 2011 01:47AM | Registered: 4 years ago Posts: 54 |
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Re: textures+normals+vertexcolor simultaneously? July 27, 2011 02:16AM | Registered: 2 years ago Posts: 283 |
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Re: textures+normals+vertexcolor simultaneously? July 27, 2011 04:06AM | Registered: 4 years ago Posts: 54 |
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Re: textures+normals+vertexcolor simultaneously? July 27, 2011 05:17AM | Registered: 2 years ago Posts: 283 |
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Re: textures+normals+vertexcolor simultaneously? July 28, 2011 12:16AM | Registered: 2 years ago Posts: 99 |
// later on each call to a vertex attribute must match the order: Position, normal, color, texcoord. GX_SetVtxAttrFmt (GX_VTXFMT4, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxAttrFmt (GX_VTXFMT4, GX_VA_NRM, GX_NRM_XYZ, GX_F32, 0); GX_SetVtxAttrFmt (GX_VTXFMT4, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxAttrFmt (GX_VTXFMT4, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
GX_LoadTexObj(&m_HardwareTextureInfo, GX_TEXMAP0);
GX_SetNumTexGens(1);
GX_SetTevOp(GX_TEVSTAGE0,GX_MODULATE);
GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_DIRECT);
GX_SetVtxDesc(GX_VA_NRM, GX_DIRECT);
GX_SetVtxDesc (GX_VA_TEX0,GX_DIRECT);
GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT);
GX_Begin(GX_QUADS, GX_VTXFMT4,4);
...
...
GX_End();