Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scea.yaroze.freetalk,scea.yaroze.programming.3d_graphics Subject: Dynamic TMDs Date: Mon, 21 Sep 1998 10:35:56 +0100 Organization: Sony Computer Entertainment Europe Lines: 19 Message-ID: <36061DFC.BDFE8D46@scee.sony.co.uk> References: <36050ABC.2F8D7CC9@bigfoot.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en Xref: chuka.playstation.co.uk scea.yaroze.freetalk:975 scea.yaroze.programming.3d_graphics:288 Darco wrote: > It also would seem that the only time is gets really screwed up is on > the second frame buffer... The first one displays OK. ? > Has anyone else run into similar problems? It seems like the more > polygons in the scene, the more screwed up it gets. Sounds like packet buffer overrun to me. You can work out the required size of the packet buffer area more accurately by using the sizes of the different poly types in the FAQ. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Attend! The William! Shatner! School of! Acting!