returns a pointer to the current default RpMaterial pipeline.
The default material pipeline for PlayStation 2 is shown below. Note that this is designed specifically to use VU1 to perform transformation and lighting (it passes 3D triangles to VU1). If you wish to submit 2D triangles through Submit.csl (i.e you want to do transformation and lighting and whatever else CPU-side - which will of course be very slow) then you should replace this default material pipeline with something based on the generic material pipeline. You should also replace the associated world-sector/atomic object pipelines, which by default create data in a PlayStation 2-specific format appropriate for this material pipeline, with something based on the generic object pipelines.
Currently, the default atomic/world-sector object pipelines use the PS2All.csl node, which renders objects using just that node (for speed). PS2All-based object pipelines will only validly connect to PS2AllMat-based material pipelines and vice versa. See RpAtomicSkyGetPS2AllPipeline, RpWorldSectorSkyGetPS2AllPipeline and RpMaterialSkyGetPS2AllMatPipeline for further details.
Note that you may write your own VU1 code and attach it to a material pipeline so that you can perform whatever special effects you like on VU1 (see the PS2AllMat.csl API for details).
The world plugin must be attached before using this function.
The default material pipeline:
PS2AllMat.csl
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