Path: chuka.playstation.co.uk!news From: "Nick Slaven" Newsgroups: scea.yaroze.freetalk,scea.yaroze.programming.3d_graphics Subject: Re: Dynamic TMDs Date: Mon, 21 Sep 1998 20:54:45 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <6u6b6i$bdk1@chuka.playstation.co.uk> References: <36050ABC.2F8D7CC9@bigfoot.com> <36061DFC.BDFE8D46@scee.sony.co.uk> <36062E02.CF3ACECE@bigfoot.com> NNTP-Posting-Host: lon-dnbsg-017.gbr.compuserve.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.freetalk:981 scea.yaroze.programming.3d_graphics:290 Darco wrote in message <36062E02.CF3ACECE@bigfoot.com>... >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... How big are your coordinates? I've had similar spikey garbage. It was when the object being displayed was more than 65535 (or 32767 can't remember the actual number tho it was one of the two) units away from the camera. Nick S