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 17:38:27 -0500 Organization: SCEA News Server Lines: 28 Message-ID: <6cvhp4$aq04@scea> References: <6ctab6$9866@scea> <6cu4g2$as5@chuka.playstation.co.uk> <6cul1b$aq01@scea> <34F2E0D4.222D@sms.ed.ac.uk> <6cv79u$as9@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 Well, that's about the best explaination I have heard... Sounds good to me.. I just thought it was odd that there is no 'clear' data as to what it does. Saying that it is used in the most basic of function you would think we would have some data on it.. Just a thought. Now is there anyone that can back Graeme up? Regards, Jeff / ROGUE Graeme Evans wrote in message <6cv79u$as9@chuka.playstation.co.uk>... >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