Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: the cutting edge! :) Date: Thu, 13 Aug 1998 02:53:04 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 22 Message-ID: <35D24700.7DD9@manc.u-net.com> References: <35D1BCF7.72328388@hi.is> <35D1F0A9.B85A662D@scee.sony.co.uk> <6qsvtd$n7i3@chuka.playstation.co.uk> NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) Carlos Pieterse wrote: > Anyway, how do you solve the problem (and as Ari wrote, you don't see > this in real games... due to the developer libraries ??) ?? Yes it is a big problem but there is a very neat solution, albeit expensive. Just set the automatic subdivision bits (9-11) in the TMD's GsDOBJ2.attribute value. (see P20/21 of library reference) 4x4 subdivision seems to be ample normally, any more and you're watching a slideshow. It helps fix texture-warping too. Remember though you might need to up your packet space.. If you're smart you could make it so it only subdivides models that are near the projection plane, saving a load of time rendering a scene, I guess this is what the professional games do. Jim -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------