Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: OT's - how do they work? Date: Sun, 19 Oct 1997 17:17:42 GMT Organization: Into Beyond Lines: 41 Message-ID: <344b4014.300721@news.playstation.co.uk> References: <3446DC9D.BB81C6EE@ibm.net> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Fri, 17 Oct 1997 16:33:49 +1300, James Russell did quoth at me: >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? p is a 24 bit pointer to the next OT_TAG. num is a primitive code from which the ps-x knows what data immediately follows the OT_TAG. e.g. POLY_FT4, POLY_GT3 and similar >How do they specify which GPU packets get sent, and in what order? How >is the linked list maintained? Presuming you know how the basic OT works, within each 'slot', the last polygon placed in each slot is the first polygon drawn of that slot. This can be useful to know (especially when inserting OTs into existing OTs). >How are they affected by 2D graphics? No different AFAIK, except you effectively declare the sprite priority as you no longer deal with polygons. Regards, Alex Amsel + Tuna Technologies + Telephone & Fax +44 (0)114 221 0686 + + For all your Win95/NT/Console Game and Tool Development + + And we say, "A good programmer always blames Microsoft" + + "Just say NO to Big Fat Ron", say I to Sir Jack Hayward +