Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Manny Najera Newsgroups: scee.yaroze.freetalk.english,scee.yaroze.beginners,scea.yaroze.freetalk Subject: Re: Assigning texture maps to 3D objects at runtime? Date: Wed, 18 Feb 1998 15:25:26 -0600 Organization: SCEA News Server Lines: 17 Message-ID: <34EB51C5.D3D4F3E@ix.netcom.com> References: <34E72D24.691CD1E4@access.ch> <34E902FE.4224@charlie.cns.iit.edu> <34E96F7C.3E149E37@access.ch> <6cf7fj$beo39@chuka.playstation.co.uk> NNTP-Posting-Host: dgr-il1-21.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.01 [en] (Win95; I) X-Priority: 3 (Normal) Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:355 scee.yaroze.beginners:144 scea.yaroze.freetalk:419 SCEE wrote: > If you want to apply an animated texture to a TMD, the easiest way is > probally to have the animation frames in main ram, and download one > frame at > a time ( using LoadImage ) before drawing, so the GPU draws the same > TMD > each time with the same VRAM info, but the graphics change. > Any other way does involve poking around with the innards of the TMD > structure... What do I have to do if I want to draw a regular sprite, instead of using LoadImage? Manny Najera