Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: RsdANIM Progress Report Date: 11 Aug 1998 17:38:54 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 60 Message-ID: <01bdc54e$408dd5c0$230b0a0a@Angela1.intelligent-group.com> References: <01bdc15d$195bae40$f30b0a0a@Angela1.intelligent-group.com> NNTP-Posting-Host: 194.131.235.3 X-Newsreader: Microsoft Internet News 4.70.1155 Update on progress: [7/8/98] o Added new binary MIMe save code. o Extended the PSX side RsdANIM library with two new functions: LinkMIMe() : links a binary MIMe file so you can then use InitMIMe() on it. ReleaseMIMe(): releases a MIME_HANDLE and free's the memory allocated to it. o Added support for animation previewing on the playstation. - New button in AR Control bar "AR Send MIMe" - Support in the PSX side previewer for downloading binary MIMe files. (animation plays continously once started). [10/8/98] o Re-arranged the TOOLS menu a bit. o Added new function "Delete Movement" (Tools->Movement->Delete). o Added new function "Remove Texture" (Tools->Texture->Remove). Removes all refferances to the selected texture from the model. All faces painted with it are made coloured, all other texture ID's are renumbered and the texture is removed from the RSD altogether. o Slight fix to the set as coloured face option. o Added new function "Rename Movement" (Tools->Movement->Rename) o Added new function "Rename Keyframe" (Tools->Keyframe->Rename) o Added new function "Rename Poly Group" (Tools->Group->Rename) o Added new generic rename function (Edit->Rename), will rename Movements,Groups or Keyframes. [11/8/98] o Added new function "Ungroup Polygons" (Tools->Group->Ungroup). o Fixed tools menu Tools->Keyframe->Delete to actually work. o Added new generic delete funtion (Edit->Delete), will delete Movements & Keyframes and ungroup Poly Groups (really, it deletes the grouping information, hence it being on the delete option). o Following Mario's suggestions on Backbuffer/Z-Buffer creation in the Direct3D code, I've added some retry code that attempts to ensure that the display is actually created correctly. A bit techie, but what it does is shrink the window and keep trying to create a Direct3D display using repeatedly smaller windows until it finds a size that your 3D card can handle. Note that this doesn't apply if you're using the software renderer. o Added a new pane in the Options dialog. This allows you to set the maximum view pane size. So, you can setup a huge max size so that you can have a single view full screen? Well, perhaps. Depends how much memory you've got on your 3D card. If you're using the software renderer (NO from the startup dialog) then you're in luck, as the DirectX 6 software renderer will happily display 1280*1024*16bit Z-Buffered 3D images. Of course, the bigger the display pane, the slower it updates...... Craig.