Path: chuka.playstation.co.uk!news From: laura smith Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Normals Date: Tue, 29 Apr 1997 10:23:11 +0100 Organization: Sony Computer Entertainment Europe Lines: 31 Message-ID: <3365BDFF.12D0@interactive.sony.com> References: <33651582.1CFB@innotts.co.uk> <33661b33.1105709@news.playstation.co.uk> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Alex Amsel wrote: > > On Mon, 28 Apr 1997 22:25:25 +0100, Richard Haskey > did quoth at me: > > > a) Manually rotate the original normals using a derived rotation matrix > > and store them in an array. > > A pain, but I think it is necessary. > > > b) Get the rotated vertex normals (as created by GsSortObject4) out of > >the packet data area. > > Unlikely since I expect the packet data area contains primitive > information only. > > It is a pain though, so if any nice Sony guys (Colin?) can tell us > anywhere to find any of the rotated point information it would be oh > so helpful. > > * Alex Amsel * Into Beyond Web Design & JAVA Programming * > * http://www.intobeyond.com * WWFC Utter Rubbish 1996-7* > MM - "Steve Corica is every bit as good as that Kinkladze" I don't think you can get hold of the rotated point information (if I find out different I'll let you know), the polys go straight from 3d to 2d in the libps functions. So the matrix multiply is the only one that can be used. Stuart