Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Yaroze libs (was tiled background) Date: 20 Mar 1998 14:33:34 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <01bd540d$cfe45e40$85d449c2@Angela1.intelligent-group.com> References: <6erdt0$lbu1@emeka.playstation.co.uk> <35115FEC.72DE@writeme.com> <35101C3F.6180B08F@codeworks.demon.co.uk> NNTP-Posting-Host: l133.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Jim wrote in article <35101C3F.6180B08F@codeworks.demon.co.uk>... > James, > > Intriguing as it is, I wonder how we stand if we use the non-documented > documented stuff found on the net. For example hitting the gpu & spu > directly. Since we didn't disassemble it ourselves, I guess we're not > breaking the agreement, mearly skirting around it a bit.. > > Obviously this would not qualify for competitions such as the edge one. > > Incidentally I was very impressed by the quality of all the entries in > the Edge competition and believe its done a great deal for the Yaroze > scene. I hope it's not just a one off, as I really enjoyed competing. > > Jim You don't really need to in this instance. If you generate a rotated (ie. not a Fast) sprite, the primitive it creates in the final instance is the same as the one created by a texture mapped poly (the performance hit between the two is tiny). You can get the same effect as a variable sized background using TMD manipulation (there's no major differance in performance if you're gonna rotate the tile anyway). Hint: Useful max tile sizes are 32*32 (16bit), 64*32 (8bit) and 128*32 (4bit). Craig.