Path: chuka.playstation.co.uk!news From: James Rutherford Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Polys. Date: Tue, 17 Nov 1998 15:33:42 +0000 Organization: The Hex Heroes Lines: 33 Message-ID: <36519756.B124753D@writeme.com> References: <3336FB55.644E@micronetics.com> <3337FC47.5593@interactive.sony.com> NNTP-Posting-Host: juno.dai.ed.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.06 [en] (X11; I; SunOS 5.5.1 sun4u) sceetech wrote: > If you try to modify the TMD while it is being drawn (drawing is done > while calculations for the next frame are being carried out) the program > will crash. The only way to alter it would be to make a subdivided copy > and use this in later drawing. Dynamic TMDs are the way forward! If you reconstruct all faces of the TMD and reload it each update, you can change the model (I think without double-buffering it). You can also muck about with the various parameters (vertex positions, RGB values...) if you use sensible pointers in your DTMDs. I've been experimenting with both of these a fair amount - and found them to be very stable. > > As for plotting a pixel, you can draw a line of length one. Not many > people want to plot pixels. Then not many people will reap jizzy particle, starfield or weather effects for their programs :o) (Was there not a starfield in 2nd Offence, Jim?) Arguments may rage over the merits of each, but I'd suggest there are three ways just begging for Vtime comparison... 1) length 1 lines 2) size 1x1 pixels 3) clever use of Loadimage Anybody fancy getting some benchmarks? My money's on 2... James (~mrfrosty)