Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Dynamic TMD Prob Date: Wed, 07 Oct 1998 07:47:17 -0400 Organization: SCEA News Server Lines: 44 Message-ID: <361B54C5.8A2C6C93@datasys.net> References: <361AB7CB.4141075E@datasys.net> <361B38B9.74C88355@scee.sony.co.uk> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 171.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) James Russell wrote: > > The TMD data doesn't have to be contiguous in memory - you can create one big area for verts, one > for normals, and one for objects, and use the pointers in the header area to reference the lot. > Different objects can share the same vert/normals area. This way, you're not being incredibly > space-efficient, but it makes life a lot easier. > Hmmm... That's how I'm doing it, just trying to re-size the lots. As for Just having 3 big lots... Hmmmmmm... I'll have to think about it. (I got to get the system working out in my head) > > Yeeeeeees. I wouldn't trust the PSXs malloc/free/realloc functions. I think malloc is alright, but > free has definitely got some problems. > So I've noticed. I'm tempted to write my own heap management functions. From all my debugging, I wouldn't be suprised if the problem was in realloc(). Debugging gave me such a headache I had to stay home from school yesterday. A freekin' migrane. Just due to debugging. I wonder if you can die from that... Death from Debugging... ... naaaaaaaaaaaaaaaaaaaaaaaaaaaa...................... > > What I eventually hope to have is a game that dynamically creates it's > > playing environment. Randomly. So there is NO way to know how many > > vertices, normals, and primitives there will be going into the process. > > But there must be some limit - and since you're game is going to have to be constrained by that > limit, you might as well figure out what it is and pre-allocate a large blob of space. > Well, obviously there is a limit but... Hmmm... *ponders* Ok... Yeah that'll work. I guess... That's inefficient though... I with I could get the heap stuff working predictably, but it all else fails then I'll go for this method. Hrm... Yeah, that's probably gona be the only way. 'Darco