Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Gerrit Goossen Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: gteMIMefunc & me: One of us is wrong - Solution! Date: Fri, 13 Nov 1998 20:18:19 -0500 Organization: SCEA News Server Lines: 35 Message-ID: <364CDA56.3465@funnytown.com> NNTP-Posting-Host: 38.165.241.13 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01-C-MACOS8 (Macintosh; I; PPC) James wrote: >Gerrit Goossen wrote: >> >> Is there any chance that making repeated requests to the GTE to perform >> operations on the same data could be the problem? (Does the GTE que >> requests like the GPU?) > >Nope. It was worth a shot! >Try experimenting with known values, for a single vector and see if you >get the results you expect. I tried this, and determined that not matter what value was being translated (0, 1, a vertex coord, etc..) the result was getting thrown off... When using the MIMe array my tool generated. I thought about this and I think Craig had the right idea when he suggested scaling the differential vectors up, but unfortunately that wasn't helping this case because the actual difference between vertices in frames was too small! (The models are on the small side, and some of the motions are subtle.) So I made the models bigger :) I scaled all the models up 4 times, added a scale-down factor to the local-to-screen matrix just before calling GsSortObject4() and the problem has disappeared. (I believe it's actually still happening, but the effects aren't noticeable.) Thanks to James and Craig for the help and giving me plenty to think about! Hope this information is useful to someone else out there... - Gerrit