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: Fri, 30 May 1997 15:07:32 GMT Organization: SCEA Net Yaroze News Lines: 32 Message-ID: <338eec08.46773468@205.149.189.29> References: <01bc624e$1366b300$4da1cdcd@default> <338dd515.4460142@news.scea.sony.com> NNTP-Posting-Host: filter-hrtc1.nortel.net X-Newsreader: Forte Free Agent 1.1/32.230 On Thu, 29 May 1997 19:13:30 GMT, jamin1@psu.edu (Jamin Frederick) wrote: > I've been programming some 2d stuff for like a week and >a half now and I still haven't figured out how big the PACKETs >need to be. You need enough space for each basic thing you stick >in the OT. It hasn't been real clear to me yet, though, exactly how >the OT, packets, and tags are structurally organized. I've been told that a basic rule of thumb for packet size is the maximum number of objects to be drawn times twenty-four (MAX_OBJ*24). This works most of the time. This all falls under the heading of PSX Voodoo. If there's anyone out there who has a better handle on this, feel free to jump right in. > You need two OTs, two tag arrays and two PACKET arrays. >since the playstation does two things at once: displaying and drawing. >So while its drawing with one OT, tag array, and PACKET, it's >displaying the other set. The programmer doesn't really have to worry >about this, though. Its always done the same way. You stick things >like lines, sprites, and boxes into the "currently active" OT, sort >them, and draw them, just make sure you do the sorting/drawing in the >right order, per the demos. The switch to the opposite set is done >at every screen refresh, when the opposite buffer is now "active". >Actually, the loop present in all the demos is only going around once >per screen refresh, since one of the commands, VSync(0), pauses >execution until the screen is ready to be refreshed. I don't see a question in this paragraph, so I'll just agree with you. 8^) Mario