Path: chuka.playstation.co.uk!news From: "Jon Prestidge (alias Moose)" Newsgroups: scee.yaroze.programming.3d_graphics Subject: TMD F_4s --some info on setting them up Date: 3 Jul 1997 11:45:55 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 81 Message-ID: <01bc87a6$c7722a00$LocalHost@default> NNTP-Posting-Host: client8724.globalnet.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Here's an extract from mail between Mark Theyer and myself that may be of help to anyone trying to set-up TMD F_4 primitives on-the-fly in their program(s).... > From: Mark Theyer > To: Jon Prestidge > Subject: Re: TMD mayhem > Date: 03 July 1997 15:37 > > On Jul 2, 7:04pm, Jon Prestidge wrote: > > Subject: TMD mayhem > > Hello Mark, > > Hi Jon! > > > I note you were having problems in defining TMD data on the fly a while > > back (from looking at the news-group). Thanks to the info they gave out > > to your problem on creating F_3 types I was able to created those with no > > problems. That was some weeks ago however and I've been trying ever since > > to define a F_4 or and F_4G but can't get them to work! I've more-or less > > given-up now and will just be content with making quadrangles with two > > triangles instead! > > > > I'd be interested in knowing if you have tried to define any of the > > quadragle types and if you were successful. > > > > With the F_4 type, no matter what I tried I got a quadrangle shape with a > > "V"-shape missing out of it ... which is just madness because it has five > > sides like that. I've not been able to get the F_4G to work at all. > > The "V" shape missing is 'cause your vertex order is wrong (I did it > also). > > Your vertex data should be in a zigzag direction rather that a square > definition as per example... > > incorrect: > > v1 ------- v4 > | | > | | > v2 ------- v3 > > correct: > > v1 ------- v3 > | | > | | > v2 ------- v4 > > I've also worked out how to create double sided versions of quads. Note > the double sided bit in the primitive header does not work/is not > supported (Thanks Sony for the doco' on that limitation NOT). > > When you create your quad create a second primitive the same and swap around > the vertex index for v2 and v3 (I think - no code in front of me) and also > for the texture x,y 2 and 3. This will display a flag, for example, with > the texture correctly represented and you can see it from any direction. > Note the vertex data does not need to be copied as you are just changing > the indexes in the copied primitve. > > I have created flat and flat textured quads so far. Yet to do a gouraud > quad. > > Hope this helps... by the way, maybe you could forward this to the > newsgroup (I don't have access) so others who may be having problems > can read this. I have to use http to access the news - yuk (no subjects, > just numbers to pick). > >