Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: reducing polygon overlap Date: Fri, 20 Mar 1998 12:14:04 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 21 Message-ID: <35125D8C.7167@127.0.0.1> References: <3509c082.5799539@news.playstation.co.uk> <350FF465.7528@127.0.0.1> <35113328.2E978CD6@intelligent-group.com> NNTP-Posting-Host: darkstar.stnc.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) Craig Graham wrote: > 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<