Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Filling the screen with boxes Date: Thu, 31 Dec 1998 10:51:19 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <368B5727.A7341FB5@hinge.mistral.co.uk> References: <762se1$2296@chuka.playstation.co.uk> <368741BC.84356107@hinge.mistral.co.uk> <76e75b$qsh7@chuka.playstation.co.uk> NNTP-Posting-Host: d2-s36-130-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en Rad wrote: > Shiney New Code Segment does it another way - though there is no one > right way! The way that wastes memory by having 4800 * 16 = 76800bytes of memory used up by an un-needed static array of GsBOXF structures is almost certainly the wrong way - even if Shiney New Code Segment (tm) isn't the "one true way". In fact it's all a bit cack anyway, as 4800 box primitives is a serious waste of GPU time.....oh well, never mind. > >#define BOX_WH 4 why restrict the box to having the same size > width and height? Because, old mucker, it's what you did in your original post, so I assumed that was what you wanted yeah? > > Nice loops though! Happy New Year, Rad. > rad@cyberdude.com > http://www.netyaroze-europe.com/~radpsx