Path: chuka.playstation.co.uk!news From: "Alex Herbert" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Efficient Object Modelling Date: Sat, 20 Feb 1999 14:08:47 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 32 Message-ID: <7amg16$erp2@chuka.playstation.co.uk> References: <7a3ea7$7op10@chuka.playstation.co.uk> <36CAFA60.C0A88FC8@ndirect.co.uk> <36CB3327.EC24F6C3@hinge.mistral.co.uk> NNTP-Posting-Host: th-usr02-02.ndirect.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Craig Graham wrote in message <36CB3327.EC24F6C3@hinge.mistral.co.uk>... > > >Not quite - normals are pre-calculated and it's only a single matrix multiply to >rotate >them (a bit quicker than doing a real product for the normal vector). Really? Then I appologise for the misinformation. So, are you saying that all normals in a model (whether used or not) are pre-roated? Originally I had assumed that all verices were pre-calculated, until someone pointed out that this can't be the case as GsSortObject4() doesn't allow you to specify a temporary buffer address for storeage of the rotated vertices. I just guessed that the same would have to apply to normals. Can you explain? >and avoiding having polys that go >partially off the top or left of the screen (the clip to top-left is pig slow on >GPU). > Ah, that's handy to know. Thanks Craig. Herbs