Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.3d_graphics Subject: Using a Priority OT Date: Fri, 18 Sep 1998 14:24:47 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <36025F1F.12B0@manc.u-net.com> Reply-To: james@manc.u-net.com NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) I have two ordering tables set up as usual with no problems. I have objects (pool balls) that I want to always be in front of the ground (the table baize) to avoid clipping errors, so I set up a PriorityOT in the same way as the normal ones. I sort objects in the PriorityOT and then sort that into the required main OT and everything seems to be working fine with the priority objects always being drawn last. BUT I occasionally get these big lockups (a few seconds) and then get a GPU Timeout error. This is driving me NUTS as I can't see any reason why it should happen. I setup the prOT, initialize and use it correctly with plenty of WorkSpace for the number of polys so I guess I'm just forgetting something like a big stupid head?! Do I need to have a separate WorkArea for the PriorityOT than the one used for the main OTs? I can send you code illustrating the problem if you need it, but I guess I'm just being an big eejut? Thanks greatly, Jim -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------