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Hash, Inc. - Animation:Master

chris price

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Posts posted by chris price

  1. 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.

  2. 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?

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