Path: chuka.playstation.co.uk!news From: "George Bain" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Using a Priority OT Date: 18 Sep 1998 15:52:04 GMT Organization: SCEE Lines: 48 Message-ID: <01bde2b5$547edc80$f2e832a2@gbain.wav.scee.sony.co.uk> References: <36025F1F.12B0@manc.u-net.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Hi there, Try something like this.... GsClearOt(0, 0, &Wot1[outbuf_idx]); /// pool table // Clear OT2, object2 always exists in front of object1 // because OT2's point value is 0 GsClearOt(0, 12, &Wot2[outbuf_idx]); // your pool balls ..... ........... GsSortObject4(op, &Wot1[outbuf_idx], 14 - OT_LENGTH, getScratchAddr(0)); GsSortObject4(op2, &Wot2[outbuf_idx], 14 - OT_LENGTH, getScratchAddr(0)); ........ .............. GsSortClear(0x0, 0x0, 0x0, &Wot1[outbuf_idx]); GsSortOt(&Wot2[outbuf_idx], &Wot1[outbuf_idx]); ..... ........ GsDrawOt(&Wot1[outbuf_idx]); ....... .... Regards, George@SCEE James Shaughnessy wrote in article <36025F1F.12B0@manc.u-net.com>... > 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?