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 17:58:13 -0400 Organization: SCEA News Server Lines: 28 Message-ID: <3606CBF5.92F4F91E@bigfoot.com> References: <36050ABC.2F8D7CC9@bigfoot.com> <36061DFC.BDFE8D46@scee.sony.co.uk> <36062E02.CF3ACECE@bigfoot.com> <6u6b6i$bdk1@chuka.playstation.co.uk> NNTP-Posting-Host: 102.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:983 scea.yaroze.programming.3d_graphics:291 Nick Slaven wrote: > > 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. No, that's not the problem. The playing field is 1600 units wide and 1600 long, each cube being 100 units in all demensions. I think the bug is in my TMD creation routines -- I stole them from that "maketmd" file... I know that the problem is in the TMD creation because when I render a TMD that I made on my computer (A sphere, with more polygons than I have in the normal generated scene that I make) and it worked perfectly. I guess I'll have to write my own TMD creation routines. (Uggg...) 'Darco