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 19:56:33 -0600 Organization: SCEA News Server Lines: 27 Message-ID: <34EB9150.B3BDED04@ix.netcom.com> References: <34E72D24.691CD1E4@access.ch> <34E902FE.4224@charlie.cns.iit.edu> <34E96F7C.3E149E37@access.ch> <6cf7fj$beo39@chuka.playstation.co.uk> <34EB51C5.D3D4F3E@ix.netcom.com> NNTP-Posting-Host: dgr-il9-34.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:356 scee.yaroze.beginners:146 scea.yaroze.freetalk:421 Manny Najera 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? Forget it, I just figured it out: You create a second OT, with it's own workbase and such. You change the clip property of the GsDRAWENV to point to the place that you want to draw to in VRAM. Then you sort your sprites and whatnot into the second OT, which is then drawn into the area you specified. The next time you draw your TMD, it will be drawn with the changed textures. Manny Najera