Path: chuka.playstation.co.uk!news From: "Alex Herbert" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Dynamic TMD generation questions Date: Wed, 25 Aug 1999 00:09:23 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 45 Message-ID: <7pv7hl$6lp11@chuka.playstation.co.uk> References: <7pv5hv$6lp9@chuka.playstation.co.uk> NNTP-Posting-Host: 212.56.111.134 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Hi, You can do it either way. Having multiple TMDs costs memory. Modifying TMDs costs processor time. When modifying TMD prims (not verts or norms) you should re-link the object before sorting into the OT. You can save memory by sharing verts and norms across multiple TMDs if it's just the prims which are different. Oh, and TMD sprites (and lines and double sided polys) are not supported in the NY libs. Herbs Robert Shand wrote in message news:7pv5hv$6lp9@chuka.playstation.co.uk... > Hi all, > > I'm trying to create a first person shooter like Wolf3D, and I'm using the > source code for Stuart Ashleys Clone as a kind of "guiding hand". > > In Wolf3D there are loads of different wall textures, do I have to create a > different TMD for each texture, with just the pointer to the TIM in memory > different? > > Will this be tru for sprites also, for example in the Wolf3D game when a > enemy soldier dies there is an animation of him falling, would there have to > be a different TMD for each frame of the animation, or could I just modify > the current model? > > There I think that makes sense ;0) > > Any help much appreciated > > Regards > Bob > bob@shandfam.freeserve.co.uk > > >