Path: chuka.playstation.co.uk!news From: Robert Swan Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Caches Date: Fri, 14 Aug 1998 18:58:00 +0100 Organization: I wish! Lines: 21 Message-ID: <35D47AA8.4E80@mdx.ac.uk> References: <35C81A30.4ACB@club-internet.fr> <35C82DDB.3E12E37C@scee.sony.co.uk> <01bdc061$2c186980$f30b0a0a@Angela1.intelligent-group.com> <35D2E01D.5CA1@mdx.ac.uk> <6r0vps$n7i6@chuka.playstation.co.uk> <35D43404.282A@mdx.ac.uk> <35D438D2.908C3316@ndirect.co.uk> <35D43F08.36BA@mdx.ac.uk> <35D44CBE.1FA95769@ndirect.co.uk> <35D46843.5DF5@mdx.ac.uk> <35D4750C.A4613436@ndirect.co.uk> NNTP-Posting-Host: nova.mdx.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (X11; I; SunOS 5.5 sun4u) Alex Herbert wrote: > Per GsSortObject4(). Simply insert 0x1f800000 as the scratchpad address in > GsSortObject4(). (Chances are that's what you have already.) BTW the D-cache is bummer, my ground is one large tmd, so in my scene im really only sorting about 50 items so I assume the increase wouldnt be too great... let me know if Im wrong though! > If the texture is large, it is > likely that when the GPU goes to read pixel data, it won't be in the cache and the GPU > will have to read from the slower VRAM. ok, I do understand it now, and now that youve said this, it has kicked my memory into gear and now it matches something that I was told earlier! > I'm not sure that all makes sense, but I know what I mean. Is that clear for you? greatly, thanks! Not bad for a days discussion. Rob