Path: chuka.playstation.co.uk!news From: rs108@mdx.ac.uk (Robert Swan) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: dynamic tmd Q Date: Sat, 06 Jun 1998 22:33:13 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <3579c036.365181@www.netyaroze-europe.com> References: <3579597C.25E5@livemedia.co.uk> NNTP-Posting-Host: stu-dialup3.mdx.ac.uk X-Newsreader: Forte Free Agent 1.11/32.235 >Is is possible to have a single TMD containing no textured polygons (ie >only flat shaded etc), with both solid and transparent polys in it. >Setting the attribute=(1 << 30) to turn transpareny on seems to make the >whole TMD transparent. yes it is possible. When you create the primitive you can set a bit in the header part of that primitive that dictates whether or not it is semi transparent. This is a default, and means that when the object is drawn you dont have to set the attribute bit (1<<30) of the object to get those primitives semi transparent. If you do set the attribute bit to += (1<<30) then all of them are drawn semi. Whats interesting (but I havent tried it yet) is that you are supposedly able to specify what format of semitransparency you use for textured primitives (ie 100%+100%, 50%+50% etc). Unfortunately, we seem to be stuck with 50%+50% for non textured primitives. Anyway - to do this you need to set the ABE bit of the mode short part when creating the primitive. (check out 1-15 of the Net Yaroze File Format document, it will make it a bit clearer). For an example, check out the unfinished racing game demo on my web site. Each section of track has four primitives drawn semitransparently without using (1<<30). Robert Swan rs108@mdx.ac.uk http://www.netyaroze-europe.com/~middex2 ps - i will eventually sort out my tmd creation routines, document them but havent got the time at the moment.