Path: chuka.playstation.co.uk!news From: ps_yaroze@interactive.sony.com (SCEE Developer Support) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: Mon, 14 Apr 1997 17:55:04 GMT Organization: SCEE Lines: 57 Message-ID: <33526bf0.969881620@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> <334B7033.44F8@interactive.sony.com> <9704092126.NA1094552@pyrotek.demon.co.uk> Reply-To: ps_yaroze@interactive.sony.com NNTP-Posting-Host: 194.203.13.10 X-Newsreader: Forte Free Agent 1.1/32.230 Sorry to take a while getting back to you, If you don't want perspective, set the Z axis of your rotation matrix to (0,0,0) and the Z translation to 1. When you use this, All of your points will be rotated and then projected to x,y,1 ... So perspective will not occur. I know it sounds like a real bodge, but the way the hardware operates actually means that this is possibly the quickest way of producing parrallel projections. If you are using lots of triangles, make a TMD structure up that contains all of them, or make TMDs for each object ( no triangle ) in your world. On 9 Apr 1997 20:29:21 GMT, Jason G Doig wrote: >> Can you please give specific examples of what exactly were you hoping >> to gain by going lower than libgs? It would clarify the issue > >Here's one. I've got a really cool idea for a game, in which the engine >needs to throw large amounts of triangles about. > >PSX should be good at this.... > >However, I don't want them on a 3d model. I don't want any perspective. > >I can bodge it, by zooming the viewpoint wildly in, but that's a horrible >way to do it. > > >With proper libraries, I can build the data to throw at the hardware to >blast polys at the screen. The best you lot could suggest for the yaroze >was to use an object with a single poly in it... now you can't tell me >that doesn't come with overhead... and if you do, I won't believe you... > > >I've asked around here at work, and no-one touches the gs lib with >a bargepole. > > >Cheers, > >Jase. > > >-- >main(){int e=4;char a[4],b[]="|@O N@N @A@ |O ",*c=a, /* Compilable .sig */ >*d;while(e--){d=b;while(*d){while(*c++=*d++-32);while /* J.G.D 19/2/96 */ >(--c!=a)printf("%16s",a);printf("\n");}if(e)printf("\n\ >\ > Jase@Pyrotek.demon.co.uk - http://www.pyrotek.demon.co.uk \n\n");}} > >