Path: chuka.playstation.co.uk!news From: Toby Hutton Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: texturing troubles Date: 12 Jun 1998 11:44:04 +1000 Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Sender: thutton@TECH10 Message-ID: References: <35804197.63FE@cs.bham.ac.uk> NNTP-Posting-Host: 203.103.154.235 X-Newsreader: Gnus v5.3/Emacs 19.34 Steve Randerson writes: > > I'm having a bit of trouble with texture mapping. > I can do flat coloured models no problem, whenever I load a textured > object in the texture is not displayed and it just seems to show a > random area of the frame buffer, at the moment it seems to like showing > miniature copies of bits of the screen display which is a nice effect, > but not really what I'm trying to do. > I've assigned the texture to the model with RSDTOOL, after converting > the texture to tim format. i load the texture in to normal memory and > use a function to load the texture to video mem pretty mutch as in pete > passmore's tutorial. > Has anybody else had this trouble? I presume its a memory address > problem, as the texture flicks across the screen once in the first frame > of running and then it textures with a copy of the screen. > If any body has any ideas or thinks uploading the code would help > please reply. Should I be doing something with timtool to place the > texture in video memory? I think I had a similar problem initially. When you create a TIM you need to specify in VRAM where it (and if it has one, its CLUT) sits. Then you need to 'link' your RSD file, converting it to TMD, with RSDLINK. The TMD must contain TIM coordinate info, because if you change your TIM and don't relink your TMD, it looks in the wrong spot for it. Initiailly, I didn't realise you had to position the TIMs with TIMTOOL. So I had it sitting under the frame buffer at 0,0 - bad! Then I changed the TIMs positiion to be over to the right somewhere in VRAM, but it still didn't work until I recreated my TMD file from the RSD file. If you can see miniature bits of the screen on your poly, sounds like you have the TIM position in the frame buffer, so the texture becomes whatever was on screen. -- Toby.