Hi, I'm trying to manipulate the texture matrix stack with the same steps I use in OpenGL:
ScePspFVector3 v; v.x = -0.5; v.y = 0; v.z = 0;
sceGumMatrixMode(GU_TEXTURE);
sceGumLoadIdentity();
sceGumTranslate(&v);
sceGumDrawArray ...
but this has no effect (texture is drawn at the same position as without the matrix change), what is missing ?
texture matrix stack
-
- Posts: 75
- Joined: Mon Sep 19, 2005 5:41 am
Not sure why this does not work for you. Might consider doing a sceKernelDcacheWritebackAll() in there, but thats just a blind guess. If all you are trying to do is offset texture coordiantes then try this (this is what I do to get textures scrolling across geometry:
Code: Select all
sceGuTexOffset(sOffset, -tOffset);
texture matrix stack
ufoz,
I think you are right, I must set the TexMapMode to GU_TEXTURE_MATRIX, but:
- when I leave the 2 other parameters 0, the texture matrix isn't correct
- seems I have to set something else (didn't find info, how to use the 2. and 3. parameter of sceGuTexMapMode)
I think you are right, I must set the TexMapMode to GU_TEXTURE_MATRIX, but:
- when I leave the 2 other parameters 0, the texture matrix isn't correct
- seems I have to set something else (didn't find info, how to use the 2. and 3. parameter of sceGuTexMapMode)