Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: shade@dragonshadow.com (Scott Cartier) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Using same model with multiple textures and CLUTs Date: Mon, 08 Nov 1999 22:25:04 GMT Organization: SCEA News Server Lines: 23 Message-ID: <38274d32.425399398@news.scea.sony.com> References: <381f3ab8.91536281@news.scea.sony.com> <803vll$5f53@chuka.playstation.co.uk> NNTP-Posting-Host: vmlabs39.vmlabs.com X-Newsreader: Forte Free Agent 1.11/32.235 Herbs, Glad to know I'm not missing something easy before I do it the hard way. I'll probably just copy the model multiple times. I was hoping to avoid this since I'm starting to run out of room in the 2 megs we have, but we'll see how it goes. Scott >My final solution was to duplicate the primitives only (not the whole >model) - then it's just a case of changing 1 pointer (in the TMD header) to >switch surfaces. This worked fine for me as I only needed 4 or 5 versions >of each model and I could afford the memory required. However, if you can't >afford the memory, then you could pre-build tables of pointers to index the >parts of the model to be changed. For example, if it were just CLUTs you >are changing, you could have an array of pointers to each CBA in the model. >Then it would only need a very simple loop to update the CLUT references. > >Another way would be to load a new texture into VRAM to overwrite the >existing one. This would change the texture without having to touch the >TMD, but is probably not suitable as it would change the texture for all >instances of that model.