Path: chuka.playstation.co.uk!news From: Andrew Partington Newsgroups: scee.yaroze.freetalk.english Subject: Re: Aspect ratio and Dynamic TMD's Date: Sun, 20 Jul 2003 12:16:31 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 62 Message-ID: References: NNTP-Posting-Host: public2-ward1-6-cust140.oldh.broadband.ntl.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.4) Gecko/20030624 X-Accept-Language: en-us, en In-Reply-To: Following on, it looks as though using a void* is fine to store a mixture of primitives in, giving 1 TMD_OBJ per map layer. Using an extra GsCOORDINATE2 to adjust the aspect ratio didn't work out too well though, it was 1 pixel out at the scale level that was needed, and there were no other values to try. Any other ideas? Like I said, seems a bit strange that sprites would have the correct aspect ratio for a 320*256 screen, and TMD's don't. Cheers, Andy P Andrew Partington wrote: > Well I got my first unlit untextured quad on the screen (yeah I know, I > am "teh w00tingest" ;)), but I was wondering about a couple of things. > > I have my projection distance set at 256 (the camera at 0,0,-256 looking > at 0,0,0), this appears to let me specify vertices in pixel resolution > (if that makes sense), except it seems slightly out in the Y axis when > the screen height is set to 256, when you set it to 240 it works fine. > > I have overcome this by having an extra GsCOORDINATE2 as a world > coordinate (instead of using WORLD from libps.h, which is just null), > and then scaling the Y axis by some value to compensate for the PAL > aspect ratio (still working on what the value should be, trial-and-error > y'see), but I was wondering if there was a global variable i'm not > setting - sprites seem to use the correct aspect ratio when you alter > the display/draw environment settings, so why not dynamic TMD's? > > Of course I could just set the screen height to 240 and miss out on 16 > pixels, that'd be the easy way out, but I want to make full use of the > display area. > > Another thing - when you point to your primitives in TMD_OBJ, do they > all have to be the same type (e.g. TMD_F4N) or can they point to a mixed > set of primitives (e.g. a void* of n bytes) - so one "object" can > contain quads, sprites, lines, triangles etc instead of having 1 TMD_OBJ > per primitive type? It would be fairly easy to populate since you > already know the size of the primitive you are going to insert, but > would the Yaroze be able to handle the data like that? (I would ideally > like one TMD_OBJ per map layer, but it isn't essential) > > What is the relationship between the projection distance, the camera, > the ordering tables and the 3rd arg to GsSortObject4()? I've been > pretty much trial-and-erroring that value too and the book doesn't > explain it too well (or I haven't got my head round it yet)... > > Should be fairly straightforward to do a TMD-based map drawing routine > now i've sussed the basics (famous last words!), whether or not it'll be > any faster remains to be seen :D > > How come Chris' game didn't work on the coverdisk with CW? Will I have > to change dev environments too? > > Cheers, > > Andy P >