rendered paste bodyWORKS:void DrawScene( void ){ sceGuStart( GU_DIRECT, dList ); // Starts the display list // clear screen sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // Clears the Color and Depth Buffer sceGumMatrixMode(GU_MODEL); // Selects the Model Matrix sceGumLoadIdentity(); // And Reset it { // Move 1.5 units left and 3 units back ScePspFVector3 move = { -1.5f, 0.0f, -3.0f }; sceGumTranslate( &move ); // Apply moving of the matrix sceGumRotateX( rtri ); // Rotate the triangle on the Y-axis (NEW) } // Draw Triangle sceGumDrawArray( GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 3, 0, triangle ); sceGumLoadIdentity(); // Reset the Matrix (NEW) { // Move 1.5 units left and 3 units back ScePspFVector3 move = { 1.5f, 0.0f, -3.0f }; sceGumTranslate( &move ); // Move the object sceGumRotateX( rquad ); // And rotate it (NEW) } // Draw Quad sceGumDrawArray( GU_TRIANGLE_STRIP, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 4, 0, quad ); rtri += 0.1f; //(1.0f * dt); rquad-= 0.1f; //(1.0f * dt); sceGuFinish(); sceGuSync(0,0); }DOESN'T WORK:void DrawScene( void ){ sceGuStart( GU_DIRECT, dList ); // Starts the display list // clear screen sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT); // Clears the Color and Depth Buffer sceGumMatrixMode(GU_MODEL); // Selects the Model Matrix sceGumLoadIdentity(); // And Reset it { // Move 1.5 units left and 3 units back ScePspFVector3 move = { -1.5f, 0.0f, -3.0f }; sceGumTranslate( &move ); // Apply moving of the matrix sceGumRotateY( rtri ); // Rotate the triangle on the Y-axis (NEW) } // Draw Triangle sceGumDrawArray( GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 3, 0, triangle ); sceGumLoadIdentity(); // Reset the Matrix (NEW) { // Move 1.5 units left and 3 units back ScePspFVector3 move = { 1.5f, 0.0f, -3.0f }; sceGumTranslate( &move ); // Move the object sceGumRotateX( rquad ); // And rotate it (NEW) } // Draw Quad sceGumDrawArray( GU_TRIANGLE_STRIP, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D, 4, 0, quad ); rtri += 0.1f; //(1.0f * dt); rquad-= 0.1f; //(1.0f * dt); sceGuFinish(); sceGuSync(0,0); }