you don`t need 3 functions of setRenderTexture and display_png
only use setRenderTexture and change display_png to:
now you can kick out:Code:void display_png(int x, int y, int width, int height, int tx, int ty) { vertex_text[vert_texture_indx].x= ((float) ((x)*2))/((float) 1920)-1.0f; vertex_text[vert_texture_indx].y= ((float) ((y)*-2))/((float) 1080)+1.0f; vertex_text[vert_texture_indx].z= 0.0f; vertex_text[vert_texture_indx].tx= 0.0f; vertex_text[vert_texture_indx].ty= 0.0f; vertex_text[vert_texture_indx+1].x= ((float) ((x+width)*2))/((float) 1920)-1.0f; vertex_text[vert_texture_indx+1].y= ((float) ((y)*-2))/((float) 1080)+1.0f; vertex_text[vert_texture_indx+1].z= 0.0f; vertex_text[vert_texture_indx+1].tx= ((float) tx)/1920.0f; vertex_text[vert_texture_indx+1].ty= 0.0f; vertex_text[vert_texture_indx+2].x= ((float) ((x)*2))/((float) 1920)-1.0f; vertex_text[vert_texture_indx+2].y= ((float) ((y+height)*-2))/((float) 1080)+1.0f; vertex_text[vert_texture_indx+2].z= 0.0f; vertex_text[vert_texture_indx+2].tx= 0.0f; vertex_text[vert_texture_indx+2].ty= ((float) ty)/1080.0f; vertex_text[vert_texture_indx+3].x= ((float) ((x+width)*2))/((float) 1920)-1.0f; vertex_text[vert_texture_indx+3].y= ((float) ((y+height)*-2))/((float) 1080)+1.0f; vertex_text[vert_texture_indx+3].z= 0.0f; vertex_text[vert_texture_indx+3].tx= ((float) tx)/1920.0f; vertex_text[vert_texture_indx+3].ty=((float) ty)/1080.0f; cellGcmSetDrawArrays( gCellGcmCurrentContext, CELL_GCM_PRIMITIVE_TRIANGLE_STRIP, vert_texture_indx, 4 ); vert_texture_indx+=4; }
setRenderTextureh
setRenderTexturebg
display_pngbg
vertex_textbg
vert_texturebg_indx
display_pngh
vertex_texth
vert_textureh_indx
and i think put_texture_vertex from orginal source is useless too
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