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++;
			}
		}
Example #2
0
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();
}