Path: chuka.playstation.co.uk!news From: "Robert Anderberg" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Questions, questions, questions Date: Mon, 1 Feb 1999 01:11:52 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 46 Message-ID: <79316l$is61@chuka.playstation.co.uk> References: <36A30C93.3D49@bristol.ac.uk> <78l3c1$gpd6@chuka.playstation.co.uk> <36B2F42F.3A0A@bristol.ac.uk> NNTP-Posting-Host: 212.67.134.102 X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Tom wrote in message <36B2F42F.3A0A@bristol.ac.uk>... > >Thanks for the advice. I found the clipping distance is increased when >the >shift parameter in the GsSort routine is raised (why is that and what >does >this value actually mean?). An initial version of the engine in up on >the >net but it all seems a bit too hard to me. I think I'll go back to block >based games like Arena... > > >Cheers, > > Tom Well now, you seem to be doing exactly what I started doing when I started on 3D stuff, going over the top and trying to do an all-singing all-dancing amazing 3d thingy, then writing something more simple and not going insane :-). To get to the point, I reckon the shift paramater is to make the accuracy of the clipping up to the maximum by shifting to the right that many times (right shift is equivelant to dividing a number by two) so the call should look like this : GsSortObject4( &object, &WorldOrderingTable[outputBufferIndex], 14-OT_LENGTH, etc. etc. la de dah or somthing. On a different note, try looking at the 3D flying tutorials ( if you haven't already :) ), as they work 'quite' well, and at least the don't crash spectacularly like most of my code !! anyway, hope that discombobulated answer was not to incomprehensible ;~/. Rob