Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scea.yaroze.freetalk,scea.yaroze.programming.3d_graphics Subject: Re: Dynamic TMDs Date: Tue, 22 Sep 1998 14:33:27 +0100 Organization: I wish! Lines: 16 Message-ID: <3607A727.216D@mdx.ac.uk> References: <36050ABC.2F8D7CC9@bigfoot.com> <36061DFC.BDFE8D46@scee.sony.co.uk> <36062E02.CF3ACECE@bigfoot.com> <6u6b6i$bdk1@chuka.playstation.co.uk> <3606CBF5.92F4F91E@bigfoot.com> <36069d8c.50853450@news.scea.sony.com> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:988 scea.yaroze.programming.3d_graphics:293 Matthew Hulett wrote: > > I remember reading how Robert Swan had written a routine for > dynamically creating TMDs at runtime. Check his site out, he is a SCEE > member. Um, the dodgy thing about my tmd creation routine is that as yet there are no primitives that support light sourcing (but you could add them easily yourself by looking at the tech files and my code) and to get the latest tmd files you have to download the adventure game, and use make_tmd.c/h. If you have a look in the creation.c/h you'll see how I use them. They do exactly the same thing as the other demo but a) i tihnk they are easier to use, and b) they can create models which are smaller in memory. Rob