Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Jeff Lawton" Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: GPU Packets... Date: Tue, 24 Feb 1998 09:26:52 -0500 Organization: SCEA News Server Lines: 26 Message-ID: <6cul1b$aq01@scea> References: <6ctab6$9866@scea> <6cu4g2$as5@chuka.playstation.co.uk> NNTP-Posting-Host: 209.45.215.42 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 SCEE wrote in message <6cu4g2$as5@chuka.playstation.co.uk>... >A Packet is a generic gpu instruction to draw on screen.... >Packets have variable size, so an average size is normally set. >I normally just allocate 64k for my workspaces but the sample code always >used n*24, where n is the expected max number of polys. >As these depend on your game/demo a good check is to record the maximum >amount used ( using GsGetWorkBase after you have built your polys. ) and >adjust or warn according to the result. Okay... That is basicly what I know already.. You said just about what it does on page 60 of the Users manual. What I wanted to know was what did GPU Packets have to do with sprites? I know it is needed for sprites, but I have no idea what or how the calculations are figured.. I have spoken with a few other Yaroze guys and they basicly said they are not sure.. just that you need them. So I figure if they are needed for sprites there must be some logical calculation we could use to figure out our work space. If they have n*24 per poly there must be something similar if we are using sprites. Regards, Jeff / ROGUE