Path: chuka.playstation.co.uk!news From: Tom Newsgroups: scee.yaroze.programming.3d_graphics Subject: Questions, questions, questions Date: Mon, 18 Jan 1999 10:27:31 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 22 Message-ID: <36A30C93.3D49@bristol.ac.uk> NNTP-Posting-Host: m08.fen.bris.ac.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (WinNT; I) Hi there, I've recently started to write a 3d landscape engine using graduated coloured triangles. I'm building the entire map in memory at the moment using one tmd for every four points on the map which are created at run time. This kind of limits the size of the map as each tmd and its handler takes up loads of memory. What I want to do is dynamically create each 2*2 patch as they come into view and remove them as they leave the view cone. The thing is, I really don't have a clue how to keep track of which parts of memory are free and which hold valid tmd data. Now, a (hopefully) much easier problem to answer. In the early version of the engine that I've got so far, some of the patches that are being drawn seem to be too far away and the PlayStation doesn't bother drawing them. When they come back into view though, the program crashes. Is there some way to avoid this or can I increase the clipping distance to prevent the problem occuring? Cheers, Tom