Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: GsLinkObject4 Confusion - Currently: Direct Hardware Access is Naughty Date: Fri, 04 Sep 1998 15:21:58 +0100 Organization: Sony Computer Entertainment Europe Lines: 15 Message-ID: <35EFF786.B84424D9@scee.sony.co.uk> References: <35EC7E9B.4338@funnytown.com> <35ED23C1.B78F4B3@hinge.mistral.co.uk> <35EEB6AE.69A125A2@ndirect.co.uk> <35EFEDB2.4903@mdx.ac.uk> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5b1 [en] (Win95; I) X-Accept-Language: en > Alex Herbert wrote: > > Yeah, but Sony gave us the info on TMDs. They haven't even hinted at the GPU > > packets format. Therefore we'd have to resort to reverse engineering (by > > watching what the libs do). Anyone at Sony like to comment? Generating TMDs on the fly isn't direct hardware access. The libraries still have to turn your dynamically created TMD into GPU packets. Sony's main concern with direct hardware access is compatibility between different revisions of the PlayStation. -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Clap on! (clap, clap) Clap off! (clap@#&$NO CARRIER