Path: chuka.playstation.co.uk!news From: Toby Hutton Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: More dynamic TMD ?s Date: 17 Jul 1998 10:59:30 +1000 Organization: PlayStation Net Yaroze (SCEE) Lines: 40 Sender: thutton@TECH10 Message-ID: References: <6ok8tb$bu01@scea> NNTP-Posting-Host: 203.103.154.235 X-Newsreader: Gnus v5.3/Emacs 19.34 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:271 scee.yaroze.programming.3d_graphics:724 "John Emmer" writes: > > I was really happy to find Stuart Ashley's tmd routines, but it would > help me organize my program better if I knew how much memory to set aside > when I create these things. Could someone maybe provide the number of > bytes per polygon type that I should set aside when making these things? In the TMD file format specification it tells you how big each primitive is, and they're the only variable length part. Everything else has a constant length, so you could estimate the size of a TMD based on the number of primitives/vertices/normals, yeah? I found I file, TMD.TXT, somewhere once, and there's a PDF on the SCEA site somewhere with the file formats. Plus, Robert Swan has done a fair bit of research in this area, and you could go to his page. > Also, is there some way, once I've created the tmd in memory, to send > the data to the PC so that it can be saved as a regular tmd file and I > could just load it in the next time, rather than creating it dynamically > each time? I've considered just printf-ing the appropriate section of > memory and cutting and pasting the output - is there a more efficient way? I'd suggest you get a native compiler (DJGPP is free) and just grab your TMD creation routines and wrap them in some code that will open a file, create TMD, write to file, close file. That's exactly what I did this week when testing my TMD routines. I then compared the file I created with one created with RSDLINK. If you do get DJGPP (if you're running DOS) then remember that the gcc supplied on the Yaroze disk is also DJGPP, except it's a MIPS cross compiler. You'd want to be careful to keep them quite separate. If you're running unix then you already have a native compiler, and if you're on a Mac, I have no idea what you can do. I've found downloading from the Yaroze (for screenshots) really slow. Not sure why yet, haven't bothered to look. Took me like 1/2 an hour to get a 320x240 screen. Does anyone know why? It's 150KB, at 115200 bps it should take around 10 mins... -- Toby.