Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Tim O'Neil Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Creating a TMD on the fly Date: Thu, 05 Jun 1997 19:43:32 -0400 Organization: SCEA Net Yaroze News Lines: 15 Message-ID: <33974F23.5973@chat.carleton.ca> References: <338C1E17.60C8@netcom.ca> <338CE63F.7F1E@netcom.ca> NNTP-Posting-Host: obatanga.carleton.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) Jorge Freitas wrote: > > I need to change the code to handle different primitives, and I'm still > not sure how the vertex and normal values are stored, is it -1 or -4096? > The Normal values are stored in the 1/3/12 notation (ie, shifted left 12; 4096 = 1), while the vertex values are as you would expect (1=1). The only other spot that is in the shifted notation is in the matrices and only the 3x3 'm' section; the 3x1 translation part is in proper reoresentation. Personally, I would have liked to see them go the extra foot and put in a floating point processor, but hey, that would make programming the thing less complicated.