Path: chuka.playstation.co.uk!news From: rs108@mdx.ac.uk (Robert Swan) Newsgroups: scee.yaroze.freetalk.english Subject: Re: Primitive Naming Standard Date: Tue, 13 Oct 1998 12:56:07 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 59 Message-ID: <36234d84.972039@www.netyaroze-europe.com> References: <36228F2E.FF6F9041@datasys.net> <36234833.5957@manc.u-net.com> NNTP-Posting-Host: 170-46-207.ipt.aol.com X-Newsreader: Forte Free Agent 1.11/32.235 On Tue, 13 Oct 1998 13:31:47 +0100, James Shaughnessy wrote: >I am yet to get into dynamic TMDs so when I do I will go with >whatever we all agree on is an ideal standard. >So forgive me for asking a stupid question, but how can a >*gouraud shaded* triangle (G3 above) also have flat pigment? >Isn't that a contradiction? Or in N4GT, how can a *non-shaded* quad >have a gradient, when non-shaded means no normals will be calculated? >And I thought gradient meant the *same thing* as gouraud shaded? Nah, there are various things that you can do to a primitive - PS, this involves my naming, which is different purely because I want to be different :) Number of vertices 3 - has 3 4 - has 4 Shading (this purely involves light calculations) NS - no shading. the primitive dont give no damn about any light sources FS - flat shading. one light calculation is carried out using the primtive normal GS - gouraud sading. One light calculation per vertex using vertex normals. These colours are blended across the primitive to give nice smooth shading Pigment (this is the inherent colour of the primitive and specified by you per primitive) I use the term pigment to differentiate between shading (based on light source) and colour of primitive NP - no pigment. Only possible when using a texture. FP - flat pigment. one colour is specified and it applies to all of the primitive GP - gradient pigment. You specify one colour per vertex, and during rendering it smooths between them Texture (guess what) TX - has a texture. when no texture I didnt put in a NTX thing. just ignored it. Maybe a 2 letter code for notexture would be wanted? In my routines this led to names for creating them being longer, but (I thought) slightly clearer). For example - TMD_createface_3_FS_GP TMD_createface_4_FS_NP_TX etc etc... Hopefully with these terms explained you can see why some of the primitives you thought didnt exist can do. I have to disagree with you james, its not the code that matters, but variable names and stuff like that. I mean, Adventure game is just race game with a different title, and noone has noticed yet. Rob