void Mesh::FinishMesh() { meshvertices = (SimplePSPVertex*)memalign(16,( Faces.size() * 3) * sizeof(SimplePSPVertex)); int number = 0; for(unsigned int i = 0;i< Faces.size();i++) { meshvertices[number].color = GU_RGBA((int)Faces[i].color.R * 255,(int)Faces[i].color.G * 255,(int)Faces[i].color.B * 255,255); meshvertices[number].x = Vertices[Faces[i].V1].Position.x; meshvertices[number].y = Vertices[Faces[i].V1].Position.y; meshvertices[number].z = Vertices[Faces[i].V1].Position.z; number++; meshvertices[number].color = GU_RGBA((int)Faces[i].color.R * 255,(int)Faces[i].color.G * 255,(int)Faces[i].color.B * 255,255); meshvertices[number].x = Vertices[Faces[i].V2].Position.x; meshvertices[number].y = Vertices[Faces[i].V2].Position.y; meshvertices[number].z = Vertices[Faces[i].V2].Position.z; number++; meshvertices[number].color = GU_RGBA((int)Faces[i].color.R * 255,(int)Faces[i].color.G * 255,(int)Faces[i].color.B * 255,255); meshvertices[number].x = Vertices[Faces[i].V3].Position.x; meshvertices[number].y = Vertices[Faces[i].V3].Position.y; meshvertices[number].z = Vertices[Faces[i].V3].Position.z; number++; } }
void Sys_Error (char *error, ...) { char buffer[256]; va_list argptr; va_start (argptr, error); vsnprintf (buffer, 255, error, argptr); buffer[255] = '\0'; va_end (argptr); pspDebugScreenInit(); pspDebugScreenPuts("Sys_Error:\n\n"); pspDebugScreenSetTextColor(GU_RGBA(255, 0, 0, 255)); pspDebugScreenPuts(buffer); pspDebugScreenPuts("\n"); while (go) { sceDisplayWaitVblankStart(); } sceKernelExitGame(); }