Path: chuka.playstation.co.uk!news From: Jake Turner Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Polys. Date: Wed, 18 Nov 1998 19:53:18 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 35 Message-ID: <365325AE.9F909F92@cthullu.freeserve.co.uk> References: <3336FB55.644E@micronetics.com> <3337FC47.5593@interactive.sony.com> <36519756.B124753D@writeme.com> NNTP-Posting-Host: modem-59.polonium.dialup.pol.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) James Rutherford wrote: > 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 How about using MoveImage (should be much faster than LoadImage) Jake