Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: the cutting edge! :) Date: 13 Aug 1998 08:11:15 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <01bdc691$46c030c0$230b0a0a@Angela1.intelligent-group.com> References: <35D1BCF7.72328388@hi.is> <35D1F0A9.B85A662D@scee.sony.co.uk> <6qsvtd$n7i3@chuka.playstation.co.uk> NNTP-Posting-Host: d3-s14-170-telehouse.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Carlos Pieterse wrote in article <6qsvtd$n7i3@chuka.playstation.co.uk>... > Anyway, how do you solve the problem (and as Ari wrote, you don't see this > in real games... due to the developer libraries ??) ?? I think you'll find that many (most?) developers don't actually use the Gs library for their graphics. They tend to use their own engines setup the way they want them, which may include stuff like proper poly clipping, Z buffering or more advanced display rendering (if you can avoid using the painters algorithm that the Gs library uses, you can up the poly count in a game loads). You cann't do any of this on the yaroze as the low level graphics primitives are not available. Of course, you could decipher them from the GPU packet buffer and ordering tables by sorting single primitives (eg. sort a sprite, check what the prim was, sort a TMD with a single poly of a type, check what the result was, etc). Then you can do your own low-level primitive drivers and roll a 3D engine to avoid the problems in the Gs renderer. > Carlos Pieterse Craig.