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SDK Sample breakdown?

 
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Vale



Joined: 22 Jul 2005
Posts: 4

PostPosted: Thu Sep 01, 2005 8:45 am    Post subject: SDK Sample breakdown? Reply with quote

Does anyone have a more indepth explanation of some of the samples in the SDk. Like in the gu blit sample half of the things i don't quite understand what they are doing, and i dont really need the fps part and im not sure what parts the fps are using and what parts the bliting are using.

Example:
Code:
// setup
   sceGuStart(GU_DIRECT,list);
   sceGuDrawBuffer(GU_PSM_4444,(void*)0,512);
   sceGuDispBuffer(480,272,(void*)0x88000,512);
   sceGuDepthBuffer((void*)0x110000,512);
   sceGuOffset(2048 - (480/2),2048 - (272/2));
   sceGuViewport(2048,2048,480,272);
   sceGuDepthRange(0xc350,0x2710);
   sceGuScissor(0,0,480,272);
   sceGuEnable(GU_SCISSOR_TEST);
   sceGuFrontFace(GU_CW);
   sceGuEnable(GU_TEXTURE_2D);
   sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
   sceGuFinish();
   sceGuSync(0,0);

   sceDisplayWaitVblankStart();
   sceGuDisplay(1);


All it has is //setup. Really I dont quite understand how much of that is really needed to blit images to the screen, if someone could go through the whole gu blit sample and make a more detailed explanation of it i would appreciate it very much. Thanks in advanced - Vale

[EDIT] if there is already a more in-depth version please tell me where to get it i searched and couldn't find one.
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