Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Elliott Lee Newsgroups: scea.yaroze.beginners Subject: Re: VRAM location Date: Mon, 13 Apr 1998 13:25:27 -0700 Organization: Cisco Systems Lines: 32 Message-ID: <353274B6.99591BDA@netmagic.net> References: <35324647.6CCE0380@mindspring.com> Reply-To: tenchi@cisco.com NNTP-Posting-Host: dhcp-e-39-237.cisco.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; U) For 3D, maybe. I dunno. (I haven't gotten that far yet.) But for 2D, I've had no problems spanning texture pages. Just make sure that X%16==0 && Y%16==0. Perfect example: download the silly Mine Field game (from my page), load up a bunch of the larger TIMs in TimUtil and see how larger ones go across the page boundaries. There are several smaller 16x16 TIMs that I stacked right next to each other. Another note: for the CLUTs, X%16==0 but Y can be just about anything as long as it doesn't collide with anything else. Other opinions/corrections? Brian A. Lee wrote: > > hi everybody. here's a question for you. the books say in the > description for the GetTPage function that "the texture page address is > limited to multiples of 64 in the x direction and multiples of 256 in > the y direction". > > does this mean that when i load my images into VRAM that i better make > sure that the top left corner of the image in VRAM X % 64=0 and Y % 256 > = 0? > > thanks for clearing this up for me. > > -brian a lee - e! tenchi@netmagic.net http://www.netmagic.net/~tenchi/yaroze/