void drawSomethingTextured(OSL_IMAGE *img) { //We'll work with vertices. Vertices represents a coordinate. Sprites have two coordinates, triangles have 3, quadliterals have 4. VERTEX_TYPE *vertices; //Set the image as the current texture oslSetTexture(img); vertices = (VERTEX_TYPE*)sceGuGetMemory(NUMBER_OF_VERTICES * sizeof(vertices[0])); vertices[0].something = ...; [...] sceGuDrawArray(PRIMITIVETYPE, VERTEX_DESCRIPTION | GU_TRANSFORM_2D, NUMBER_OF_VERTICES, 0, vertices); } void drawSomethingUntextured(OSL_IMAGE *img) { //We'll work with vertices. Vertices represents a coordinate. Sprites have two coordinates, triangles have 3, quadliterals have 4. VERTEX_TYPE *vertices; //No texturing oslDisableTexturing(); vertices = (VERTEX_TYPE*)sceGuGetMemory(NUMBER_OF_VERTICES * sizeof(vertices[0])); vertices[0].something = ...; [...] sceGuDrawArray(PRIMITIVETYPE, VERTEX_DESCRIPTION | GU_TRANSFORM_2D, NUMBER_OF_VERTICES, 0, vertices); }