chris price
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Posts posted by chris price
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I'm the author of a perl SDK.
The next step in its evolution is output
to game data.
I have long ago taken the view that the geometry is
the central database of large virtual environments.
After basic rendering the main task is for direct connection
from a high level description of an environment within
a geometry tool. Ours is Animation Master.
A problem has arisen within the online communitites
that they lack this geometry tool, usually called middleware.
They can code the fastest texture and triangle strips procedures
yet they cannot demostrate nor scale their basic code.
Anyway my anticipated route to the PS2 engine is to directly create
DMA chains from an animation master database using my perl
SDK. This route avoids completely the standard export of known
geometry files. Such files form a barrier to the inherent logic of all
the included objects in a choreography for instance (decals in .dfx?).
I already have made preliminary surface creation code from splines.
If you don't know about the role of Playstation 2 DMA chains, you need
to- you might think in the wrong direction- eg OpenGL.
PS2 is about small data caches large pipelines .i.e., texture streamed along
side polygons.
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For a stamp each each patch CP has 9 data values
an u v fraction pair, some 'strain value (fraction to 200's, often negative)
My main query is why are there 3 of these truples? (== 9 data)
Is it to do with STQ perspective correction? Yet this is just texture to
object space transformation. Is there a z component?
Posting Images
in Forum Assistance
Posted
Where is the link to this information in the main forums?
> We probably should clean up the following but it does contain useful information on posting images:
> Posting images to the forum