Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Sprite Z Ordering Date: Tue, 22 Apr 1997 12:19:21 GMT Organization: Into Beyond Lines: 31 Message-ID: <335ca92e.2021907@news.playstation.co.uk> References: <01bc49e3$259ecfe0$250ce8c3@cma> <3354CA83.3A4A@interactive.sony.com> <335C98E9.67BA@dial.pipex.com> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Tue, 22 Apr 1997 03:54:33 -0700, Chris Chadwick did quoth at me: >Also, why are GsOT_TAGS defined as two bit-fields (unsigned p:24 and unsigned char num:8)? >I thought just a normal (32bit) pointer would be used - although I suspect this has something to >do with the three CPU logical address spaces used to map the 2MB of physical memory (maybe!?). 24 bits for the pointer and 8 bits for the number of long words of data to follow (0 is allowable here, and is the number at the start of each gradation). The primitive data is then just linked in. Each primitive has a code followed by appropriate data basically. You could probably work them out quite quickly by doing a bit of testing. Unless you want to draw poly data straight off then you won't need to use them directly, although I did request the information was released (up to Sony). >Sorry, but I had never heard of Ordering Tables until I got my Yaroze (there, I've admitted it :) >All the details please someone! Ordering Tables are very standard in 3D graphics - check out various books for implentations and variations. Anything by Foley et al. is always good, especially: Computer Graphics: Principles and Practice by Foley, van Dam, Feiner and Hughes. ISBN 0-201-12110--7 * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Utter Rubbish 1996-7* MM - "Steve Corica is every bit as good as that Kinkladze"