Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: GsLinkObject4 Confusion - Moving on to GsSortObject4 Date: Fri, 28 Aug 1998 17:10:11 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 36 Message-ID: <35E6D662.77B566D9@ndirect.co.uk> References: <35E2909F.3394@funnytown.com> <35E29F02.E57E6A2@scee.sony.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-56.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) James Russell wrote: > Gerrit Goossen wrote: > > > > I guess now my question is: Can anyone tell me exactly what operations > > GsSortObject4() performs? > > > > - Is perspective conversion performed on all the verticies in a TMD > > object? (Regardless of whether they are used in primitives or not?) > > Nope, only the ones that are used will be converted. > > > Or does it perform the same conversion on the verticies multiple times if > > they are used in multiple primitives? > > Yes. Not exactly efficient, I know. > That's really crap. I did wonder what was making GsSortObject4() so slow. So all my efforts of sharing vertices and (especially) normals was a waste of time 'cos they'll be recalculated for each polygon anyway. What dumb idiot came up with this? I assumed that all the vertices/normals would be processed first (whether used or not) and the 2D drawing primitives were then built using this data. That would have been the sensible/efficient way to do it. Talking of dumb idiots, I guess I should have worked that out for myself, as the way I thought it worked would need workspace to hold the processed vertices/normals - which is never specified with GsSortObject4(). Ho hum... I need direct GTE access and the ability to sort 2D primitives, and I need it NOW! Herbs