Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Dim bloke with a TIM Date: Fri, 18 Sep 1998 14:07:25 +0100 Organization: Sony Computer Entertainment Europe Lines: 22 Message-ID: <36025B0D.C0BE2767@scee.sony.co.uk> References: <3600BC16.1B1AD4F9@cwmail.com> <36015389.64776317@shell.jps.net> <360247CD.3E78@manc.u-net.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en James Shaughnessy wrote: > > The problem with that though is that I have found that the cluts get > cached so changing actual clut entries often has no immediate effect. > Changing the index to the clut (.cx and .cy) is okay and will renew > the sprite's clut but does anyone know how to do this without changing > the .cx.cy values? When the GPU is examining the next polygon to draw, it looks at the X/Y values (and size: 4bit/8bit) of the new polygon's CLUT. If it's not exactly the same as the last one, then it reloads the CLUT cache. So yeah, you have to change the CLUT position in your sprite if you're reloading the CLUT into VRAM between polygons. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Ask not for whom the bell tolls, let the machine get it.