Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: Thu, 10 Apr 1997 11:11:44 GMT Organization: Into Beyond Lines: 18 Message-ID: <334e5a3c.10502709@news.playstation.co.uk> References: <3347dd19.3248416@news.playstation.co.uk> <3348D38C.1DC1@interactive.sony.com> <334A3648.1873@micronetics.com> <3349266B.7BD4@interactive.sony.com> <3349a345.33045335@news.playstation.co.uk> <334A3058.218B@interactive.sony.com> <334b3a68.199522@news.playstation.co.uk> <334B7A3E.D59@micronetics.com> <334e8f46.1862969@news.playstation.co.uk> <334BA0FE.43B8@micronetics.com> <01bc4554$03b82360$b756dec2@algorithm> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On 10 Apr 1997 02:03:25 GMT, "Russ Williams" did quoth at me: >You could try writing to an array in 'real' memory, LoadImage-ing this to >VRAM and then using it as a texture/sprite. This way, you'd get cached >pixel plotting, and therefore quite a big speed increase :) Only problem with this is the speed overhead. Err, not sure what I can say regarding primitives available in the OT (there are some of use, put it that way) but using a GsSprite or polygon will incur unnecessary overheads. I haven't checked on the GsSprite implementation (i.e. if it uses 'hardware' sprites if appropriate). * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Play off ****ers'97 * MM: "Hand the opposition the lead, the supporters love it"