Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "John Emmer" Newsgroups: scea.yaroze.freetalk,scea.yaroze.programming.3d_graphics Subject: Re: Last Night's Net Yaroze Chat Date: Sat, 7 Nov 1998 00:54:50 -0500 Organization: Justice Center Lines: 25 Message-ID: <72111k$je64@scea> References: <36050ABC.2F8D7CC9@bigfoot.com> NNTP-Posting-Host: ppp49.wonderlan.com X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1047 scea.yaroze.programming.3d_graphics:320 >I'll just ask it here. Has anyone had problems with dynamicly creating >TMD data? It seems like my scene is getting built, but when it is >displayed, the scene gets totaly buggered -- Polygons all over the place >and such. Just take a look at the included gif file. That is a picture >of a mild case, BTW. > I had that same problem too for a while. My guess was that the routines were not properly (finding/creating?) the end of the TMD. That is, that the garbage is just what the next values in memory look like when displayed as a TMD. I found that if I cleared a region of memory with zeroes and then built my TMD within the limits of this 'clean' area, the problem went away. I'd be interested in any one else's experiences like this. -- John Emmer VidEo GAme eNthusiast, Philosopher, Programmer/Analyst, Sun Certified Java Programmer 1.1 jjustice@netdirect.net jjustice@wonderlan.com jemmer@hcm-inc.com http://www.cs.bsu.edu/~jjustice/ Vectrex; 7800, Supercharger, Lynx, Jaguar; NES, SNES, Virtual Boy; Turbo Duo & Express; SG, SGCD, 32X, Saturn; 3DO; PlayStation, Yaroze; C64, A600, A1200, P166; Arcade Centipede, Spy Hunter, Neo-Geo; BA, MA, ABD