Path: chuka.playstation.co.uk!news From: "Alex Herbert" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Rotating a texture Date: Thu, 10 Jun 1999 15:18:02 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Message-ID: <7johe1$qtv1@chuka.playstation.co.uk> References: <01beb309$bb80a380$0a3ddec2@sonia> NNTP-Posting-Host: 212.56.110.152 X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Miles Buzzing wrote in message <01beb309$bb80a380$0a3ddec2@sonia>... >I'm trying to create a spinning wheel effect on a 3d object and in common >with most low polygon count wheels it looks more like a 'nut' when set in >motion! In order to stop my vehicle resembling something Fred Flintstone >would drive I want to rotate my wheel texture rather than the object >itself, any ideas! > >Thanks > >-- Miles Hi Miles, Yeah, just move the u,v components of the wheel TMD primitives. If you've loaded your TMD from a file, then you will probably need to write some sort of search routine to find the wheel prims within the model. I'd suggest putting your wheel-hub textures in a different TPage from your other textures to make this searching simpler. The memory loaction of these prims won't change, so the search only needs to be executed once at startup. Having said this though, it would probably be easier to load your model without wheels, and create a wheels TMD in code. Or, if you don't want to mess directly with TMD data, you could animate the texture by overwriting the texture in VRAM with different images each frame. By doing this, you'd be able to use just one model containing both the car and the wheels, and save on the number of calls to GsSortObject4(). The down side of this is that all models which use this texture would be animated in-sync. Hope this helps, Herbs