Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: OT's - how do they work? Date: Fri, 17 Oct 1997 16:33:49 +1300 Organization: PlayStation Net Yaroze (SCEE) Lines: 20 Message-ID: <3446DC9D.BB81C6EE@ibm.net> NNTP-Posting-Host: slip202-135-86-96.ak.nz.ibm.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.01 [en] (Win95; I) X-Priority: 3 (Normal) I'm writing up a 2D graphics tutorial and although I've used OT's to get my stuff working, it was all straight from the examples. Closer inspection revealed that an OT is just an array of OT_TAGS, which are just 32 bit wide bit fields: unsigned p:24; unsigned num:8; So what I want to know is: What is p? What is num? How do they specify which GPU packets get sent, and in what order? How is the linked list maintained? How are they affected by 2D graphics? Cyas J