Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Tim O'Neil Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: RSDV.BAT tim location Date: Sun, 19 Oct 1997 02:41:13 -0400 Organization: SCEA News Server Lines: 30 Message-ID: <3449AB88.3B99@chat.carleton.ca> References: <34481026.FF6@peace.co.nz> NNTP-Posting-Host: obatanga.chat.carleton.ca Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01Gold (Win95; I) James Russell wrote: > > I'm using RSDV.BAT to view TMD's and while the object comes out fine, > the textures don't always work (although they do in RSDTool). > > The result depends on where I put the TIMs in VRAM. I've tried sticking > them as far to the right as possible, but I still get problems. I'm > assuming that when I do this in a program it should work fine. The > images are 16 bit direct. > > What are the 'legal' VRAM positions I can place my TIMs for RSD to work? > > J > -- > ==PEACE COMPUTERS > ==James.Russell@peace.co.nz - 64(9)3730400 -Fax 64(9)3730401 > > "Are you alright, sir?" "Yes, why?" "Well, you're 67% more weasly." - > RDVII The position you put the textures in the VRAM depends on the resolution you are running, because the display buffer(s) will take up a big chunk of the VRAM. If you were to use double buffering at 320x240 for example, the best place to start putting your textures would be at 320,0 although it is important to keep in mind that your textures cannot span more than one texture page vertically, or more than four horizontally. Mind you thats assuming you've puzzled out what the texture pages are :) If not, lemme know. Tim