[SCE CONFIDENTIAL DOCUMENT]

PlayStation(R)Edge 1.2.0

                  Copyright (C) 2006 Sony Computer Entertainment Inc.

                                                 All Rights Reserved.



<Point of Sample Program>



This sample is an example of running Edge Geometry jobs with data that has not been prepartioned by the offline tools.

Only vertex related processing (no culling) is preformed on the SPUs.  



<Description of Sample Program>



This sample uses Edge Geometry jobs to decompress input vertex data, and compress the data into an output format, operating

on segments generated on the fly by the PPU to fit into local store (as limited by input/output vertex strides).  



<Files>

../common/assets/logo-color.bin		: Binary file containing color texture (raw pixel data)

../common/assets/logo-normal.bin	: Binary file containing normal texture (raw pixel data)

fpshader.cg		: Fragment shader program

main.cpp		: Main program

main.h			: Header file for main program

Makefile		: Makefile

readme_e.txt		: readme text file (English)

readme_j.txt		: readme text file (Japanese)

vertexes-only-sample.sln	: Visual Studio Solution

vertexes-only-sample.vcproj	: Visual Studio Project

vpshader.cg		: Vertex shader program

spu/job_geom.cpp	: Main for Edge Geometry job

spu/job_geom.mk		: Makefile for Edge Geometry job

spu/job_geom.vcproj 	: Edge Geometry SPURS job Visual Studio project

spu/Makefile		: Makefile for all SPU programs



<Running the Program>

	- The left and right analog sticks, and the dpad up/down move the camera.  



<Notes>



Vertex only processing with Edge Geometry need not be limited to decompression and compression.  By adding user code, some functionality

of vertex shader programs can be moved onto the SPUs.  

