Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Texture Mapping Date: Thu, 01 May 1997 11:10:18 GMT Organization: Into Beyond Lines: 20 Message-ID: <33686933.415706@news.playstation.co.uk> References: <01bc5558$cada04e0$e654dec2@tiertex.demon.co.uk> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: 158.152.198.132 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On 30 Apr 1997 15:37:49 GMT, "Chris" did quoth at me: >Does anyone know exactly how the Play Station deals with tiled textures? >That is textures coordinates which may extend from a negative value to >several times the texture width? You'll need to split your polygon up appropriately. i.e. so all texture values fall between 0 and 255 (though watch for glitches on the far right and bottom of your polygon with values of 255). At first I didn't like the idea, but it is actually quite easy to do and hasn't caused too much of a problem. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC PlayOff Champs 1996-7 * * And Lord Wibbly said 'Dibbly Wobbly Wabble Wobble Yob' *