Path: chuka.playstation.co.uk!news From: robert_swan@playstation.sony.com (Robert Swan) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 2d sprites in a 3d world Date: Mon, 07 Dec 1998 20:07:36 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <366c34f0.669519@www.netyaroze-europe.com> References: <3659BEF7.663E@mdx.ac.uk> <3659D5B1.41EB5140@scee.sony.co.uk> <366959c3.522585@www.netyaroze-europe.com> <366B9EB5.B8FA3B6C@scee.sony.co.uk> NNTP-Posting-Host: p40s09a01.client.global.net.uk X-Newsreader: Forte Free Agent 1.11/32.235 On Mon, 07 Dec 1998 09:24:05 +0000, James Russell wrote: >The GTE averages the 3/4 vertices of the quad, and uses the average as the offset into the OT (after >the 14-OT_LENGTH shifting of course). Now to divide by 4, you just shift the 16 bit sum of all the >vertices by 2 to the right. Which means that the value you've got left would have (as a maximum) bit >13 set. So that's why you subtract from 14. so what your saying is that after the perspective transformation, a vertex' z depth relative to the viewpoint is a 14bit number? (which if you add four together to find average you need to bit shift an extra 2, hence sorting 3d mofdels you bit shift 16-otable length?) Rob no no, I dont mean the green debug machine with 2 written on it, I meant the blue machine with 3 written on it next to that one. Mind you, looks nicer than the crappy grey tin box with 24 written on it.