Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Caches Date: Fri, 14 Aug 1998 19:30:26 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 22 Message-ID: <35D48242.CC86BE26@ndirect.co.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> <35D47AA8.4E80@mdx.ac.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-22.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Robert Swan wrote: > 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! > Sorry, I misunderstood when you asked per poly or per object, so, my answer is wrong. Actually I think it's per vertex/normal. Can anyone tell us EXACTLY what goes on in the scratchpad? Anyway, using the D-cache will up the speed of GsSortObject4() regardless of the TMD size. Where have you located the scrtachpad at the moment? It's very normal to locate the scratchpad in the D-cache. Are you sure it's not there already? If not, then you should see a huge increase in performance by putting it there. Herbs