Path: chuka.playstation.co.uk!news From: sceetech Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: New gte functions Date: Mon, 07 Apr 1997 11:59:24 +0100 Organization: SCEE Lines: 65 Message-ID: <3348D38C.1DC1@interactive.sony.com> References: <3347dd19.3248416@news.playstation.co.uk> Reply-To: ps_yaroze@interactive.sony.com NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Alex Amsel wrote: > > Is there any chance of having a few gte functions provided in the near > future? At the moment I can't see a way of doing a custom 3d engine > other than doing things like perspective, subdivision and lighting in > software. I can't even see any specific rotation functions so we have > no access to the internal rotation matrix. > > Am I wrong? If so, call 0800 666 666 > > My knowledge is a bit limited here, so if any commercial developers > out there can help the rest of us... > > * Alex Amsel * Into Beyond Web Design & JAVA Programming * > * http://www.intobeyond.com * WWFC Play off ****ers'97 * > MM: "Hand the opposition the lead, the supporters love it" I'm not very clear what you're asking for; there are already lots of GTE functions provided, and together with the Gs calls provided give plenty of foundation for any 3d engines eg. Perspective transformation: look at the demos scei/bmirror scee/flying and scee/tunnel and scee/modules/ninth for the tranformation of coordinates from world coords onto the screen with perspective transformation. Subdivision: each GsDOBJ2 polygon-model-handler has an attribute flag; five levels of automatic subdivision cab be set using the 9th, 10th and 11th bits of this flag. See the documentation for details; words of warning concern the speed penalties for subdivision, and the fact that massive amounts of it are liable to crash everything. Lighting: Gs provided several means of lighting (a) back colour, the OT default colour (b) ambient lighting (c) fogging: distance and colour variables (d) three parallel light sources of any colour these are all easy to use and described in the documentation Specific rotation functions: the demos solar, solar2, dungeon and flying show different ways to rotate an object, or a matrix, or a coordinate system (related point: see the functions for perspective transformation mentioned above). In those demos are straightforward ways of rotating a matrix (hence, object or coord. system) in the two main interesting ways: firstly around world axes, secondly around matrix's own axes. When these two (especially the latter) are sorted, almost everything becomes clear; when a matrix is updated only by translations and by rotating about its own axes, it has two vital properties: the rows express its axes as vectors in the world coordinate system, the columns express the world's axes as vectors in the matrix's coordinate system. Hope this is of use Lewis