Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: TMD Primitives Date: Tue, 28 Jul 1998 16:54:21 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 14 Message-ID: <35BDF42C.F3417613@ndirect.co.uk> References: <35BCBB58.2B20BD93@ndirect.co.uk> <35BCC7C2.46CB@mdx.ac.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin0-08.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Thanks for the help guys. I guess I'll have to look back at my code. I started off creating single colour, unlit polys. Then commented out the primitive creation, and inserted flat shaded polys. Repeated this for gouraud shaded polys, and textured unlit. Everything worked as expected first time, but when I did the same for gradient, unlit polys, I got the GPU code 00H error. I assumed that GsSortObject4() didn't translate the primitives correctly, so my data must be invalid - hence the original question. But I guess if people have used them, I must have made a trivial mistake, like missing a word, or not icrememnted my primitive pointer correctly. I'll check. Herbs