PowerVR Series1

Up QuickStart1 QuickStart2 QuickStart3 QuickStart4 QuickStart5 |  | ### PowerVR SGL Direct Quickstart Tutorial - Step 2
| Simply adding another vertex and defining another triangle face adds another triangle to the scene.
    #include "sgl.h"
    #define RGB(r, g, b) ((sgl_uint32) (((r) << 16) | ((g) << 8) | (b)))
    SGLCONTEXT SGLContext;
    SGLVERTEX  Vertices[] = {
                /* x      y     z   (1/W)    col       spec.col (u/W)(v/W)*/
    	    {  0.0f,240.0f,0.0f,0.1f,RGB(255,0,0),RGB(0,0,0),0.0f,0.0f},
    	    {320.0f,479.0f,0.0f,0.8f,RGB(255,0,0),RGB(0,0,0),0.0f,0.0f},
    	    {639.0f,240.0f,0.0f,0.1f,RGB(255,0,0),RGB(0,0,0),0.0f,0.0f},
                {320.0f,  0.0f,0.0f,0.8f,RGB(0,255,0),RGB(0,0,0),0.0f,0.0f}
    		        };
    int	   TriFaceData[][3] = {{0,1,2},{3,0,2}};
| Fourth vertex is defined at top-center of the screen, and the new triangle face is added to TriFaceData
    int        Device;

    void main ()
    {
       Device = sgl_create_screen_device (0,640,480,sgl_device_16bit,TRUE);
       if (Device >= 0)
       {
          sgltri_startofframe (&SGLContext);
          sgltri_triangles    (&SGLContext, 2, TriFaceData, Vertices);
| Increasing the number of faces to 2 will add the two triangles to the display list in one go.
          sgltri_render       (&SGLContext);

          sgl_delete_device   (Device);
       }
    }
You may view this source code. Next, we will add some coloured fog by modifying a few parameters in SGLContext. Click here to see how it's done ... Go to PowerSGL Direct QuickStart Page 1 - 3 - 4 - 5

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