Path: chuka.playstation.co.uk!news From: "Peter Dollochan" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: OT sorting Date: Fri, 19 Mar 1999 02:24:40 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <7cscm2$1vd3@chuka.playstation.co.uk> References: <36F0DBE6.5561@bristol.ac.uk> <7cqnf5$fu915@chuka.playstation.co.uk> <36F0EE52.1E69@bristol.ac.uk> NNTP-Posting-Host: modem-85.risperdal.dialup.pol.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Hmm ok so the parts that stick out of the landscape (walls) are sorted into the same OT as the Mechs but the bits that are stood on by the mech is in your bottom level OT , of course now your gonna say that the walls etc are part of your landscape mesh .... so emm seperate it :-/ ( If I'm getting you right your mesh is one tmd yeh ?). I dont know any other way :( , any gurus out there want to contribute ? Pete. (Z averaging is a pain) Tom wrote in message <36F0EE52.1E69@bristol.ac.uk>... >Peter Dollochan wrote: >> >> Hi Tom >> >> search this group for >> Using a Priority OT from James Shaughnessy >> 18/09/98 >> >> that'll do it :) >> >> c'ya >> Pete. > >You're not getting off that easily I'm afraid. The thing is that because >of the camera angle (which I rather like so am not changing), some parts >of the level can be in drawn in front of the nech which is why I have >this problem. The level is a 64*64 polygon mesh and so sorting the polys >by hand would be very slow (even just the displayed ones) as the camera >rotates about the mech and pans up and down to keep it in view when it's >bechind a wall. > >Cheers, > > Tom