Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Various things Date: Fri, 18 Apr 1997 13:47:10 GMT Organization: Into Beyond Lines: 45 Message-ID: <3358724a.548445@news.playstation.co.uk> References: <3355D64F.4E6D@geocities.com> <3357626c.1625559@news.playstation.co.uk> <3357E789.6E82@reptile.no> 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 Fri, 18 Apr 1997 23:28:41 +0200, Rune Solberg did quoth at me: >Did you just load a regular TMD and then set the double-side flag? I I convert the TMD data to a new set of primitives (goraud tmapped). The program wasn't meant for misc objects, but I tried them anyway. When the normals were all screwed I set bit 1 in flag to make them double sided. Again, it was after a loooong night and by that time by vision is giving out! Yet another night with 3 hours kip... >thought you'd need to have all the primitives for the extra polys in the >TMD as well, but I might be wrong. Or does GsLIB handle this internally >when the flag is set? I thought the later, but perhaps I'm wrong. Maybe you have to have the 2 equivalent polys next to each other? >How I wish we knew more about what GsLIB actually does... Now I have spent a couple of days working with it I REALLY wish I knew much more about the internals. I'm also discovering a pissload of restrictions (esp. lighting & memory restictions due to the structures used). However, I'm using a 1.7k polygon object with 16 bit colour goraud tmapping and I'm still at 50 frames so it ain't slow. I wonder how much you could do with custom code then :) Testing 16 bit colour I found it still ran 50 frames! I thought the ps-x was slow at this? Anyone done any speed tests? Also, I did a routine that wraps a texture onto an arbitary object in a couple of hours the other night - the only problem is at corners of my texture the u,v coordinates wrap, something the ps-x doesn't like. I can pretty much find where this has occured, but solving it is another problem. I think the best way is to just have approx 20% (if that, my polys are small) repeated texture at the bottom and right. Currently I modify the u,v coords a little to correct them and it looks fine, but I'd like to make it less hacky since all this stuff is pre-calced anyway. * 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"