Path: chuka.playstation.co.uk!news From: sceetech Newsgroups: scee.yaroze.freetalk.english Subject: Re: Games Development Date: Tue, 01 Apr 1997 10:02:08 +0100 Organization: SCEE Lines: 46 Message-ID: <3340CF10.7F8B@interactive.sony.com> References: <333BCFFB.3A69@jprice.force9.net> <333C9A81.6B18@dial.pipex.com> <9703301415.NA103048@pyrotek.demon.co.uk> Reply-To: ps_yaroze@interactive.sony.com NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Jason G Doig wrote: > > The major stumbling block I hit within a few minutes of opening the > manuals is the complete inability to get the damned thing just to > draw triangles. Not 3d meshes, but just triangles. I had an idea > for an engine that requires me to be able to throw large amounts of > triangles about, and the PSX should really be ideal. However, the > Yaroze seems to restrict me to only using the style of engines that > sony have decided we should use, i.e. 3d meshes rendered with > perspective through their library. > > Bang goes the creativity that I thought was the whole point of this > excercise. > > I can understand the libs etc. being heavily cut down (or rather > missing entirely), but I think at the very least there should be > some support for throwing polygons straight at the renderer, and > I just can't see how with the libs we've got. > > Looks easy in the full PSX devkit ref-manual (I looked it up at > work after I got the Yaroze). > > Anyone got a solution to this, or does my yaroze get to gather dust > until they upgrade the libraries or I conform? > > Cheers, > > Jase. > > -- > main(){int e=4;char a[4],b[]="|@O N@N @A@ |O ",*c=a, /* Compilable .sig */ > *d;while(e--){d=b;while(*d){while(*c++=*d++-32);while /* J.G.D 19/2/96 */ > (--c!=a)printf("%16s",a);printf("\n");}if(e)printf("\n\ > \ > Jase@Pyrotek.demon.co.uk - http://www.pyrotek.demon.co.uk \n\n");}} It is possible to do triangles, if a little complicated. What has to be done is a single triangle declared as a TMD. If you look in the 'clone' demo the walls, floor, roof, monsters, etc are all created as quads at run time. In a similar manner triangles can be declared. Its a bit of a complicated solution to something so simple, but its the only way round the problem at present. Stuart