Path: chuka.playstation.co.uk!news From: wilf@objectpeople.on.ca Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Hither clipping plane Date: 4 Sep 1997 8:24:27 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 67 Message-ID: <5ulr7s$2gk12@chuka.playstation.co.uk> Reply-To: wilf@objectpeople.on.ca NNTP-Posting-Host: chuka.playstation.co.uk Originator: news@chuka.playstation.co.uk From: Colin_Hughes@Playstation.sony.com To: news@playstation.co.uk Hi Wilf, The renderer on the Playstation is actually in hardware, so is never going to be changed, so the only solutions available to you are variants on sub division. Full developers face exactly the same problems, as both sets of libs are the same in that respect. What I'd suggest is for you to seperate near objects into a seperate TMD, and enable subdivision of that TMD only.. This is the way some of our game demos work, and is also similar to the method used for commercial games. Cheers, Colin (SCEE) To: Colin Hughes cc: From: news @ playstation.co.uk Subject: Re: Hither clipping plane:scea.yaroze.programming.3d_graphics From: Wilf LaLonde Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Hither clipping plane Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: Developer Support I'm having the same well-known near clipping problem. Subdividing everything is too expensive and helps but doesn't completely solve the problem. If I perform front-clipping on all my triangles, the problem is completely solved but I can't maintain 32 fps. Because the renderer is running on a separate processor in parallel, it's really very very difficult to pay for the clipping cost on the processor that we all have access to. What is even more bothersome is that a little extra work performing correct clipping is a whole lot less work for the renderer than heavy duty extra subdivision all over the place. Perhaps Sony might be willing to provide a slightly slower version of the renderer that clips properly. Or, provide a way for us to plug in our own renderer. In fact, this would allow a number of the more advanced programmers an opportunity to develop specialized renderers. Does anyone know of a good solution? Wilf