Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Ed Federmeyer Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Sample of Multiple OT's Date: Thu, 27 Nov 1997 23:33:50 -0600 Organization: (no organization) Lines: 29 Message-ID: <347E57BE.6FC3@charlie.cns.iit.edu> References: <01bcfa22$e2879660$def4ad98@kd-home> Reply-To: fedeedw@charlie.cns.iit.edu NNTP-Posting-Host: charlie.cns.iit.edu Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Kevin Davis wrote: > > In Ed Federmeyer's article on 7/13 "Z-sorting really means *Z* sorting!" He > talked about using multiple OT's to work around a problem with Z-sorting. > I am having a similar problem and was wondering if anyone had any code > samples which illustrated this? > > Thanks in advance, > > kevin Hi! I uploaded a new file called "crush1.zip" to my Web page. The "game" (such as it is) is a work in progress, so it has many rough edges. But it demonstrates the "multiple OT" technique. If you look at line 177 of tmdobj.c, you'll see a function tmdobj_draw2(), which sorts the player .TMD into it's own PlayerOT. Then the next function, tmdobj_draw2_finish(), sorts that PlayerOT into the WorldOT. By the way, if any musician would like to compose appropriate music for the game, let me know. Send email to me: fedeedw@charlie.cns.iit.edu Ed Federmeyer P.S. My Web page is http://www.scea.sony.com/net/yaroze/pages/efedermeyer.html