Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: OT's - how do they work? Date: Thu, 23 Oct 1997 11:27:31 +1300 Organization: Peace Computers NZ Ltd Lines: 38 Message-ID: <344E7DD3.63DE@peace.co.nz> References: <3446DC9D.BB81C6EE@ibm.net> <344b4014.300721@news.playstation.co.uk> <344AB445.6113@peace.co.nz> <344d734b.5610332@news.playstation.co.uk> <344C29F4.1E4D@peace.co.nz> <344c9582.368529@news.playstation.co.uk> NNTP-Posting-Host: 202.37.70.35 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (X11; I; IRIX 6.2 IP22) Alex Amsel wrote: > > >These 512 OT_TAGs are either blank (nothing in that 'slot') or point > >to ANOTHER OT_TAG *within the PACKET WORK AREA*. > > Almost. I'm pretty sure that each 'slot' as default points directly to > the next slot and has num of 0 or something like that. In this way the > gpu can parse through the OT very quickly and without reference to > this table. The table is, afterall, only required when initially > declaring the draw order and not by your hardware renderer. So wheras before I had the OT array listed as: [0] -> NULL (nothing in this slot) [1] -> NULL (nothing in this slot) [2] -> OT_TAG Packet 286 ... ... It should have been [0] -> OT [1] [1] -> OT [2] [2] -> OT_TAG Packet 286 ... ... ? J -- ==PEACE COMPUTERS ==James.Russell@peace.co.nz - 64(9)3730400 -Fax 64(9)3730401 "Who is this _doin'_ this synthetic type 'a alphabetic psychadelic funkin'?"