Path: chuka.playstation.co.uk!news From: Jim Newsgroups: scee.yaroze.freetalk.english Subject: Story so far...... Date: Fri, 23 May 1997 10:58:35 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <33856A4B.AB92FA60@micronetics.com> NNTP-Posting-Host: jim.micronetics.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.0b4 [en] (Win95; I) X-Priority: 3 (Normal) I have listed a few thing that you may find useful. And pitfalls I have already fallen down. 1) Its not really worth creating a huge tmd for a map or world, its often just as effective to make a tmd for each poly of the world. Then culling is much easier. 2) Have one huge array for all vertices and normals. That the single world polys index into. GsSortObject4 (or whatever its called) transforms each vertex as its used. So there is no speed hit in having all your tmds used the same huge vertex table. 3) I don't think the normals in the tmd are used for polygon culling, just light sourcing. (I would like to be contradicted on this). 4) Larger textures greatly effect performance. With lots of textures over 128*128 you will see a performance hit fairly soon on a relatively low poly count. It is worth having different scaled/filtered textures for polys that are closer. Texture polys that are close with 128*128, further away by 64 * 64 and still further away with 32*32. Maybe even flat fill some way off ones. I think that's all for now. Jim