Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.freetalk.english Subject: Re: GDUK Date: Thu, 13 Aug 1998 18:39:42 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 44 Message-ID: <35D324DE.F45E47F7@ndirect.co.uk> References: <35cafdb2.4160359@www.netyaroze-europe.com> <35CB3A8D.D2BC8EC7@ndirect.co.uk> <35D30630.5CBA7067@ndirect.co.uk> <01bdc6da$7ad21380$230b0a0a@Angela1.intelligent-group.com> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-54.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Craig Graham wrote: > Alex Herbert wrote in article > <35D30630.5CBA7067@ndirect.co.uk>... > > Oh poo! > > > > I guess I won't be entering GDUK after all. It's all gone horribly > wrong. > > Now if someone has a DoubleClock_R3000() function then I may be OK. > Anyone? > > Been done. It's a hardware mod, and may break your PSX (your code will > certainly > not work anywhere else). Not quite what I was looking for. :) > > Well, this was my first 3D attempt and GsSortObject4() is just TOO SLOW. > > Time for a re-think, but not enough time to write a mega-game. Ho hum. > > You'll probably find that your model is just to big ;). > > Seriously, how many polys are you trying to throw around? You should be > able to get > a reasonable poly count with Gs functions. Hmm, well I hadn't counted until you asked. I assumed that it would be the number of verices and normals which would slow the code down most rather than the number of polys. Anyhow the GPU isn't even breaking into a sweat.Well the number of poly's is variable. My game objects are all<=20 polys (as I'm using Icosohedrons and spinning top type polyhedra). The landscape is made of meshes of no more than 120 polys, of which up to 16 are drawn at any one time. And there's some other effects stuff which only takes a couple of Hsyncs. Oh, and a few sprites. But the current number of polys per second is approx 110,000. Is that bad? Herbs