Path: chuka.playstation.co.uk!news From: "Andrew Murray" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Texturing/bit depth question Date: Fri, 28 Nov 2003 15:27:09 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 66 Message-ID: References: NNTP-Posting-Host: host81-132-36-36.in-addr.btopenworld.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2800.1158 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1165 Texture repeating is possible, I had done it a while back. I think the process involved setting a clipping area on the VRAM (can't remember which function to use to do that) then giving u, v coords smaller than the size of the texture, I did find a problem with this process however, if you have multiple textures to be repeated, the last texture that had a clipping area set around it on VRAM will cover every textured object. I can't remember if I found a solution to that but I think its along the lines of drawing the object (using GsSortObject4) immediately after the texture region has been set. I will try to fish out the demo I had. Andy M "Andrew Partington" wrote in message news:bq4ohn$mh62@www.netyaroze-europe.com... > Hi all, > > Does anyone know if it's possible to tile/repeat a texture over a > quad/triangle, instead of having the texture stretched over it? > > Originally I wanted to put aside a 256*256 area of VRAM, and then > MoveImage() the relevant textures into that area, building up a texture > strip running horizontally across the area, which would have given me > all the flexibility I need. > > However, that plan seems to have been scuppered because no matter what > bit depth you specify for your texture, the U and V coordinates seem to > get in the way. > > What I mean is: if I have a texture 8 pixels wide in 8-bit mode, I still > have to set the texture width to 8. However the texture might only be 4 > pixels wide in the VRAM area because its in 8-bit mode, and 2 pixels > wide in 4-bit mode - it should only be 8 VRAM pixels wide in 16-bit > direct mode (I think). Although it was handy to hide that behaviour > when I was beginning, it's turning into a bit of a limitation now. > > The problem here is that I would have to split the polygon at 256 pixel > intervals (in real terms, every 4 items of map data), and I want to keep > the poly count as low as possible. Is there any way of overriding that > behaviour to let me set the "real" texture widths? It'd be nice to be > able to use a 1024 pixel wide texture (in effect, in 4-bit mode), while > setting the texture width to 256. > > I know that the U and V values are in the range of 0-255, so i'm not > expecting to be able to set any values higher than that - I just want to > keep track of the bit depths myself. > > There's a demo attached of what i've been up to on-and-off - I thought > that if I was going to go the polygon route I might as well do some > proper collision too and get my head round the maths. Anyone fancy a > test to make sure you can't break it too easily? (you can't topple off > the edge of a block in this version yet, thats on the to do list). If > you do go inside a block, chances are that you would have been killed > before that (I can only get it to fail when going at mad speeds). I > don't know what it'll do when I texture it, but for now it's vastly > quicker than the old GsSPRITE-based map - which is why I want to keep my > quad splitting down to a minimum. (P and V are the polygon and vertex > counts, in case you are wondering). > > Cheers, > > Andy P >