void pgScreenFrame(long mode,long frame) { pg_screenmode=mode; frame=(frame?1:0); if (mode==0) { //screen off PSP2_Video_DrawBuffer(); } else if (mode==1) { //show/draw same PSP2_Video_DrawBuffer(); } else if (mode==2) { //show/draw different PSP2_Video_DrawBuffer(); } }
void I_FinishUpdate (void) { DisplayFPS(); PSP2_Video_DrawBuffer(); // //sceKernelDcacheWritebackAll(); //sceGuStart(0,list); //sceGuClearColor(0xff000000); //sceGuClearDepth(0); //sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); //sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // //sceGuClutMode(GU_PSM_8888,0,0xff,0); // 32-bit palette //sceGuClutLoad((32),colors); // upload 32*8 entries (256) //sceGuTexMode(GU_PSM_T8,0,0,0); //sceGuTexImage(0,512,256,320, ilineptr); //sceGuTexFunc(GU_TFX_REPLACE,0); //sceGuTexFilter(GU_LINEAR,GU_LINEAR); //sceGuTexScale(1,1); //sceGuTexOffset(0,0); //sceGuAmbientColor(0xffffffff); //// render sprite //sceGuColor(0xffffffff); //struct Vertex* vertices = (struct Vertex*)sceGuGetMemory(2 * sizeof(struct Vertex)); //vertices[0].u = 0; vertices[0].v = 0; //vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0; //vertices[1].u = 320; vertices[1].v = 200; //vertices[1].x = 480; vertices[1].y = 272; vertices[1].z = 0; //sceGuDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D,2,0,vertices); //// wait for next frame //sceGuFinish(); //sceGuSync(0,0); // //sceGuSwapBuffers(); }
void pgScreenFlip() { PSP2_Video_DrawBuffer(); }