Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scea.yaroze.programming.3d_graphics Subject: CBA & TSB Date: 26 Feb 1998 12:34:03 -0000 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 51 Sender: news@chuka.playstation.co.uk Message-ID: <6d3nfr$drl1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk CBA = (clutX/16) + (clutY/64) TSB = tpageID; switch(image->pixelMode) { case 4: // leave as it is break; case 8: TSB += 128; break; case 16: TSB += 256; break; } NOTE: you only need to calculate these values because you are using an old version of TMD manipulation code. Get the new tmd module (eg from Between The Eyes at SCEE Yaroze site / ~lewise) and there is no need to calculate these. Lewis To: Lewis Evans cc: From: news @ playstation.co.uk Subject: CBA & TSB:scea.yaroze.programming.3d_graphics From: Manny Najera Newsgroups: scea.yaroze.programming.3d_graphics Subject: CBA & TSB Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit When making objects inside the program, I just stuck with a piece of code that calculated the CBA and TSB variables based on a TIM file. If I know which texture pages I'm goingto be using, what are the necessary calculations for CBA and TSB? Manny Najera