Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: creation of tmds Date: 3 Jul 1998 07:31:21 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 19 Message-ID: <01bda654$4e7201c0$f30b0a0a@Angela1.intelligent-group.com> References: <354f8520.24963808@www.netyaroze-europe.com><35527A2E.72F907B4@home.com> <6n904u$4sn1@scea> <359965bc.370444681@news.scea.sony.com> <359b0284.176613649@news.scea.sony.com> NNTP-Posting-Host: d2-s41-144-telehouse.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Toby Hutton wrote in article ... > You're doing it the way the libraries were meant to be used - which is > the 'right' way. You're keeping a rotation vector and incrementing > that, then applying it to the original model each time. > > To do it the 'wrong' way on the Yaroze you'd have to be fiddling with > the internals of the TMD, which the default libraries don't provide > for. Your Honour, I would direct your attention to Item 1, the gteMIMefunc() call, which is intended for tickling the insides of TMD files. > Toby. Craig.