Path: chuka.playstation.co.uk!news From: SCEE Developer Support Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: LinkObject question Date: Mon, 21 Apr 1997 13:59:11 +0100 Organization: Sony Computer Entertainment Europe Lines: 27 Message-ID: <335B649F.3ED6@interactive.sony.com> References: <335b0c10.2741841@news.playstation.co.uk> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Alex Amsel wrote: > > If you are creating/amending TMD data in realtime, when does > LinkObject need to be called exactly? > > i.e. what does it actually do and how fast does it execute > (negligable?). > > * 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" Sorry -forgot to read the first bit. If altering the TMD in realtime, then it must remain attached to a GsDOBJ2 to remain being drawn etc; the trouble with altering it while drawing it is that the drawing goes on in the background, hence you are liable to get problems when it's drawing something that you are in the process of overwriting, ie a temporarily-invalid structure. Make sure you only change it at certain points to avoid this. Having said that, the 'blow' demo does runtime TMD alteration without troubles. Lewis