Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Lemont Washington" Newsgroups: scea.yaroze.beginners Subject: Re: 3D studio files Date: Wed, 6 Oct 1999 11:37:41 -0400 Organization: Defiant Games Lines: 45 Message-ID: <7tfq7j$ot91@scea> References: <37fb58ea.177347542@news.playstation.co.uk> NNTP-Posting-Host: 63.69.218.158 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 A TMD is not only a file format but a data structure. If you download the document from the yaroze web site that describes the format of a tmd file you could write a conversion tool yourself 3ds2TMD or you could even write a psx loader that loads the 3ds and dynamically create a .tmd at run time. and of course you would free the memory the .3ds file would take up right away. OpenGL is a very procedural low level API. The yaroze is very high level, this was done probably because the bulk of the users could not program a loader and conversion tools and all that. the goal was to create some objects in the yaroze format then quckly plug them into your application. I suggest you just write a conversion tool or a proprietary loader. and dynmically create the TMD file at run time. I debated over this before as well.seems more like a retained mode api , but it is not. even though sony made the yaroze easier by adding these functions there are loopholes. One MAJOR loophole is the data structures they expose to you. Once you understand these structures, you can create your own data and use them for your own dastardly deeds... Lemont Washington Defiant Games..... www.defiantsoft.com/ John Owens wrote in message news:37fb58ea.177347542@news.playstation.co.uk... > I am a beginner to the Yaroze but I have come from an Opengl > background so I have a few questions. > > 1. Are you forced to use TMD files or can you use .3ds files instead > and write your own reader and viewer, this goes for using other image > formats as well instead of TIMs. > > 2. On this same point does the full playstion development kit have > this restriction. > > 3. I see that the yaroze doesn't have a FPU and it has to do all > floating point calculations in software so when it comes to matrix and > vector functions do people use fixed point maths or do they use > floating point and let the library take care of the conversion as I > see that the library has Vector and matrix funcs. > > Thanks for any help you can be > >