Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Various things Date: Sat, 19 Apr 1997 00:47:10 GMT Organization: Into Beyond Lines: 54 Message-ID: <33580f05.2573596@news.playstation.co.uk> References: <3355D64F.4E6D@geocities.com> <3357626c.1625559@news.playstation.co.uk> <3357E789.6E82@reptile.no> <3358724a.548445@news.playstation.co.uk> <3357DEFA.4C73@interactive.sony.com> 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 21:52:11 +0100, SCEE Developer Support did quoth at me: >Minor hardware points, ( I don't know if they are in the manual, as my >main job is R&D ) They aren't, but very little is in there. >The PS renders polys using a scan line algorithm, optimised for >triangles. Therefore QUADs are drawn as two triangles by the GPU, ( >hence the famous texture map distortion found on many games ). I guessed that. >When textures are drawn, the right hand and bottom coords are not drawn >( used as limits for the draw algorithm ) - This can bugger up your >texture mapping, and effectively means that the bottom line and right >line of a tpage can not be drawn to screen. Also noticed (on the right anyway). >The way GS/PS works uses the hardware tightly, and most developers only >really change the code to use different data structures for their 3D >models. If you have any questions/problems that you think are caused by >the GS system, tell us: We will try to answer ( as long as you don't >expect access to the hardware......) I do have one or two actually. Being able to add in proper lights would be incredibly helpful and I can't believe there isn't even a software implementation of proper positional lights (i.e. take distance into account). if there is a way to fake one I really want to know! Being able to have TMD polygon data that has rgb entries for each vertex on a textured polygon .Ooops! Just found out how. When using the fogging effects, the triangles in one of my models become very apparent indeed and look as if the shading is almost inverted (but on dual triangles rather then per triangle. Weird. Very much on close in triangles too). The shading is always fine if done with the lights. It is really annoying as I can't use the fogging to fade stuff into the distance (i.e. I don't think I can do any sort of distance fading other than by changing cluts around). The object is a tunnel by the way. Could my model be in some dodgy format? Is it a bug or a feature? I can send a tmd model if necessary. * 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"