Path: chuka.playstation.co.uk!news From: "Chris Allmark" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Sprite Z Ordering Date: 16 Apr 1997 14:56:35 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <01bc4a77$0d5a0be0$02018484@chrisa> References: <01bc49e3$259ecfe0$250ce8c3@cma> <3354CA83.3A4A@interactive.sony.com> NNTP-Posting-Host: ld30-220.lon.compuserve.com X-Newsreader: Microsoft Internet News 4.70.1155 SCEE Developer Support wrote in article <3354CA83.3A4A@interactive.sony.com>... > Sorry about the relative lack of strucure in the manuals, > they are under ongoing improvement a leading question .. will updates be free ? > If you really can't get anything to display at priorities > other than zero, I must suspect the main loop display code; > the most straightforward way to build a game main loop is to > grab the basic shell which sets up an OT, handles objects, > registers drawing requests in the OT, waits for VSync, > etc; the point being that building up your own is more > time-consuming and error-prone. So what are the limits of the "pri" parameter 0..? should it be 0 to 14 (OT_LENGTH) or 0.. 2< The values for the size of the PACKET arrays are partly > arbitrary; basically, every primitive requires up to > 24 PACKETS; and the PACKET scratchpad must be enough > for all the primitives we want to draw. Given we don't want to > have to calculate the exact number each time, we just set > an upper limit, hence you may often see sample code > like this > > #define PACKET_MAX1 24 // max number of packets per primitive > #define PACKET_MAX2 2048 // max number of primitives we want to draw > > PACKET GpuPacketArea[2][PACKET_MAX1 * PACKET_MAX2]; > > or something similar. At last ! a clear explanation - ever considered writing manuals Thanks v.much. Chris.