DEBRO Posted November 30, 2007 Share Posted November 30, 2007 Hi there, I'm looking at some source code and don't quite understand the values they plug into OT_LENGTH. For instance, in spaceguy.c (which I think is included in the Yaroze samples) they have /* Ordering table related variables */ GsOT WorldOT[2]; GsOT_TAG OTTags[2][1<<OT_LENGTH]; and later they have // Init the ordering table for (i = 0; i < 2; i++) { WorldOT[i].length = OT_LENGTH; WorldOT[i].org = OTTags[i]; } Where do they come up with the OT_LENGTH number? What does it represent? Every example I see has some magical number for this and they don't show how they came up with the number so I can understand it's origin or purpose. Quote Link to comment Share on other sites More sharing options...
Tursi Posted November 30, 2007 Share Posted November 30, 2007 IIRC, it's just defining the maximum size of the object list. The value is pretty much arbitrary, based on how many objects you need to sort versus how much RAM you want to reserve. But it's been a long time for me. Quote Link to comment Share on other sites More sharing options...
DEBRO Posted November 30, 2007 Author Share Posted November 30, 2007 Hi there, IIRC, it's just defining the maximum size of the object list. The value is pretty much arbitrary, based on how many objects you need to sort versus how much RAM you want to reserve. But it's been a long time for me. Thanks for the response. So am I right in assuming this is used for Z-ordering? Quote Link to comment Share on other sites More sharing options...
Tursi Posted December 11, 2007 Share Posted December 11, 2007 Sorry for the long delay. Technically z-ordering, I guess, it's a sorted list of objects for the GPU to draw. IE: if you have 5 depths but 10 objects the list is still 10 entries long. Quote Link to comment Share on other sites More sharing options...
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