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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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roland
Joined: 11 Feb 2006 Posts: 13
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Posted: Mon Apr 03, 2006 5:00 am Post subject: sceGuTexWrap Question! |
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Hello!!
It seems like a trivial question but it's been bugging me for a while now..
I have a texture that is 256x64 (CLUT8) and I would like to have it on a
2D Face (Sprite) that is from 0,0 to 256,272.. It should be repeated instead of strechted..
I am using:
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struct Vertex* logo_bg = (struct Vertex*)sceGuGetMemory(2* sizeof(struct Vertex));
sceGuEnable(GU_TEXTURE_2D);
sceGuDisable(GU_BLEND);
sceGuClutMode(GU_PSM_8888,0,0xff,0); // 32-bit palette
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
sceGuTexMode(GU_PSM_T8,0,0,GU_FALSE);
sceGuTexWrap(GU_REPEAT, GU_REPEAT);
sceGuClutLoad((256/8),bg_pal);
sceGuTexImage(0,256,64,256,bg_texture);
logo_bg[0].u = 0;
logo_bg[0].v = 0;
logo_bg[1].u = 256;
logo_bg[1].v = 64;
logo_bg[0].x = 300;
logo_bg[0].y = 0;
logo_bg[1].x = logo_bg[0].x+256;
logo_bg[1].y = logo_bg[0].y+196;
sceGuDrawArray GU_SPRITES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,logo_bg);
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I thought the GU_REPEAT does exactly that however I seem to be making some mistake as the Face always gets strechted...
Any thoughts?
r. |
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roland
Joined: 11 Feb 2006 Posts: 13
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Posted: Mon Apr 03, 2006 8:00 am Post subject: Wrong.... |
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Could somebody please move this.. I accidentially put it in the wrong area :(
SORRY! |
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Shazz

Joined: 31 Aug 2004 Posts: 244 Location: Somewhere over the rainbow
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Posted: Mon Apr 03, 2006 11:39 pm Post subject: |
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Try v=196.... I think the U,V coords are wrapped based on the texture W,H values using a simple mod. And not based on the sprite coords.
But I may be wrong ;-) _________________ - TiTAN Art Division -
http://www.titandemo.org |
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