Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: David White Newsgroups: scea.yaroze.programming.3d_graphics Subject: Thanks for help with TMD generation... Date: Tue, 04 Nov 1997 12:56:13 -0800 Organization: SCEA News Server Lines: 22 Message-ID: <345F8BED.41C6@san.rr.com> NNTP-Posting-Host: onyx0.corp.cubic.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01SC-SGI (X11; I; IRIX 5.3 IP19) Thanks guys! Your comments gave me new things to look for. I solved my problem (2) with the blinkin' textured polygons. I checked my assignment for the CLUT address in CBA and discovered that my byte swap routine (needed for Mac users) was reswapping the CBA variable over and over! Every other polygon had an incorrect CBA. Damn Endians! I came up with a partial solution to problem (4) which effectively increases the Z-sort resolution for my girl. I scaled her 8 times too large in order to maximize the Z values. Then when I render her, which is with a seperate OT than the nightclub, I scaled the camera's To and From values 8 times as well and reran GsSetRefView2. I gave up on gratated quads and converted those polygons to triangles. Now I just have to figure out why some polygons are disappearing from certain angles. I'll try triangulating my quads tonight to see if the problem goes away. David White