Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.beginners Subject: Re: Ordering Tables Date: Thu, 29 May 1997 14:37:17 GMT Organization: SCEA Net Yaroze News Lines: 35 Message-ID: <338d944c.22562637@205.149.189.29> References: <01bc624e$1366b300$4da1cdcd@default> NNTP-Posting-Host: filter-hrtc1.nortel.net X-Newsreader: Forte Free Agent 1.1/32.230 Nelson, You've pretty much figured it out. The ordering table holds the instructions on how to draw the screen. The packet area is a work area used when doing the drawing. Mario On 16 May 1997 23:08:08 GMT, "Nelson Santos" wrote: >To whoever can help: > >I am a little unclear as to the meaning of an Ordering Table (OT). >According to the User Guide, an ordering table is used "for controlling >the proper display of polygons". Polygons means 3D, however I've seen >OT's used in 2D graphics programming as well as a simple "Hello World" >program. What gives? > >Here is MY analysis: An ordering table is actually a place where you >insert a list of instructions on where to place sprites on the screen. >It basically holds all of the locations of each object on the screen. >When the list is complete, you call GsDrawOT() to place everything on >the screen that is defined in the table. > >Is this correct? If not, please clarify for me as it seems to be an >essential step for placing any kind of graphics on the screen. > >Also, how do packets fit into all this? > >Thank you very much in advance! > >Nelson. > >