Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: reducing polygon overlap Date: Thu, 19 Mar 1998 15:00:56 +0000 Organization: Intelligent Research Lines: 24 Message-ID: <35113328.2E978CD6@intelligent-group.com> References: <3509c082.5799539@news.playstation.co.uk> <350FF465.7528@127.0.0.1> NNTP-Posting-Host: 194.131.235.3 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Majik wrote: > Combat3D can suffer from this too, the solution I am using is to sort > the ground > into an OT then draw it, then sort the scenery/tanks into the OT and > draw that > which, you could of course do this using two separate OT's but I don't > think > clearing the OT has that much of a performance hit. > > Majik. > Problem with that approach is that you have to wait for completion of the GsDrawOt() for drawing the ground before issueing the one for drawing the tanks. You get a performance hit there (I've tried that approach myself). It's faster to draw the ground into one OT (of minimum length), and use GsSortOt() to put the ground OT at the back of the main OT (ie. at (1<