Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: GsLinkObject4 Confusion - On to GsSortObject4 Date: Mon, 31 Aug 1998 19:52:39 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 41 Message-ID: <35EAF0F6.837E1C12@ndirect.co.uk> References: <35E84836.1881@funnytown.com> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin2-28.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) Gerrit Goossen wrote: > Actually, that was the answer I was *hoping* for! > > Just to offer a different point of view: For what I'm trying to do, that > setup would be *extremely* inefficent. > > In a project I've been working on for a while now, I maintain a single > large model of the game-world and dynamically build a TMD with a subset > of the large model's primitives at runtime. This would not be possible > if: > > 1) Every vertex in the original world model were rotated every frame. > Which, furhtermore, would use *lots* more RAM, because the libs would > have to maintain a separate copy of the rotated vertex array (to avoid > nasty fixed-point rounding errors.) It would only need to keep the rotated vertices until all the primitives for that object are sorted. I don't see how fixed-point rounding errors come into it. > 2) I had to rebuild a the vertex array everytime I create a mini-model > from the big one. I'm sure it would be faster to do that than rotate each vertex numerous times. > >Ho hum... I need direct GTE access and the ability to sort 2D primitives, and I > >need it NOW! > I actually spent quite a bit of time trying to access the GTE with > inline ASM in CW, but for some reason CW doesn't want to let me do it! I > wonder if this is also a problem with GCC, although it doesn't really > matter since I'm on a Mac anyway... I wasn't that serious when I said that, as I do want my stuff to stand a chance of getting on a demo disc. I'm just disappointed that the only way to draw polys is with the inefficient GsSortObject4(). I was just in one of my big headed "I could have done it better myself" moods. :) Herbs