Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: texture mapping? Date: Mon, 23 Nov 1998 11:21:38 +0000 Organization: Sony Computer Entertainment Europe Lines: 27 Message-ID: <36594542.3BA79F76@scee.sony.co.uk> References: <36585a41.7119257@news.scea.sony.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b2 [en] (Win95; I) X-Accept-Language: en Frank Tompkins wrote: > > How exactly does one get a texture from a TIM file onto a polygon in a > TMD file? I understand everything except the part about referencing > the TIM files in the RSD files. RSD files (which get converted into TMD files by RSDlink) reference the TIMs. You can use RSDTool to add textures onto a polygon (although there is a bug which means that sometimes the U value gets munged - it's being fixed RSN). If you're not using RSDTool, then remember that a TMD texture map reference consists of U/V coordinates within a texture page. If you load up TimTool, you can see the 32 texture pages within the VRAM. To specify a texture map, you specify the texture page that the texture lies in, and the u/v coordinates within that page (ranging from 0-255) of the corners of the image. The confusing part is that a texture page's VRAM width is dependent on the bit depth of the image. It's 64 pixels wide for a 4 bit image, 128 pixels wide for a 8 bit image, and 256 pixels wide for a 16 bit image (although the U coordinate still ranges from 0-255). Confused yet? :O) Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe C++ programmers do it with private members and public objects.