Path: chuka.playstation.co.uk!news From: "Graeme Evans" Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: GPU Packets... Date: Tue, 24 Feb 1998 19:39:01 -0000 Organization: Yaloozer Lines: 20 Message-ID: <6cv79u$as9@chuka.playstation.co.uk> References: <6ctab6$9866@scea> <6cu4g2$as5@chuka.playstation.co.uk> <6cul1b$aq01@scea> <34F2E0D4.222D@sms.ed.ac.uk> NNTP-Posting-Host: fourny.demon.co.uk X-Newsreader: Microsoft Outlook Express 4.71.1712.3 X-MimeOLE: Produced By Microsoft MimeOLE V4.71.1712.3 I found an interesting page on the internet that had a big list of the primitives. It seems like all our 3D tmds and stuff have 3D calculations done on them (by the library assisted by the GTE?) and get turned into 2D GPU packets which are for things like triangles and quadrangles. These packets are what we have the 'packet area' for. Anyway block fills are about 12 bytes long, going up to 36 bytes for a flat shaded textured quadrangle, so I guess 24 or 26 must be an 'intelligent average'. Sprites go in either a free size sprite (16 bytes) or a 16x16 sprite(12 byte) packet which has stuff like colour, an x and y coordinate, and x and y texture page coordinate, clut ID and height and width interesting stuff, or maybe its just Sony misinformation, y'never can tell.. Someday I'm going to try this out and fill the packet area with packets of my own and see what happens () (if i can really be bothered). gr