Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scea.yaroze.freetalk,scea.yaroze.programming.3d_graphics Subject: Re: Dynamic TMDs Date: Mon, 21 Sep 1998 06:44:18 -0400 Organization: SCEA News Server Lines: 28 Message-ID: <36062E02.CF3ACECE@bigfoot.com> References: <36050ABC.2F8D7CC9@bigfoot.com> <36061DFC.BDFE8D46@scee.sony.co.uk> NNTP-Posting-Host: 261.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:976 scea.yaroze.programming.3d_graphics:289 James Russell wrote: > > Darco wrote: > > It also would seem that the only time is gets really screwed up is on > > the second frame buffer... The first one displays OK. > ? > > Has anyone else run into similar problems? It seems like the more > > polygons in the scene, the more screwed up it gets. > > Sounds like packet buffer overrun to me. You can work out the required size of the packet buffer > area more accurately by using the sizes of the different poly types in the FAQ. > That's what I thought. There are no more than 500 Quad polys in a scene at one time. I allocate space in my packet buffer for 2048 20 byte-sized packets. I've tried increasing this to 4096, but it didn't seem to change a thing. So I'm thinking that my packetspace is somehow getting corrupted...somewhere... Now that I think about it I'm calculating the packet space at compiletime using preprocessor macros and stuff... Perhaps my bug is somewhere in there. I'll check later on today after I get back from school. School bites. Who ever's sad when their highschool is over is weird. I'll be happy. 'Darco