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Thread: RE: vibrating models (was shockwave 3d and bsp trees)




RE: vibrating models (was shockwave 3d and bsp trees)
country flaguser name
Canada
2007-03-08 10:25:16
Yes it can affect all time based code. It depends on the
method the
coder used to get the time. I've definitely seen it in
straight DirectX
apps.

 > There's a Shockwave issue with more recent AMD
processors. 
> This sounds similar to the symptoms your describing.
> The problem happens when the thread running shockwave
player 
> in the browser switches from one processor to another.
This 
> actually happens quite frequently on a dual core
system. The 
> player gets the system time stamp at one frame, the
player's 
> thread is switched to the different processor by the
OS, then 
> on the next frame when it takes the time stamp again it
comes 
> up with a completely invalid time since each core has
it's 
> own clock and they aren't in sync.

This is really interesting, Gene. Does it affect *all*
time-related
functions (ticks, milliseconds), or just Director's internal
frame
counter,
or only HW-accelerated 3D? If it affects the milliseconds,
that's a very
serious bug for anyone doing time-based code.

Danny

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multitexturing export from 3dsMax
user name
2007-03-09 04:06:26
hi,

i try to export a model with one shader and two blended
texture layers (channels one and two) and, of course, two
unwrap uvw coordinates

i can't make 2 separate uvw with 3d and i dont understand
how w3d exporter converts 3dsmax channels

i looked a few hours on google but no way to find
3dsmax->w3d exporter user reference.

does anybody have a link or a pdf? or just knows the good
way to export a bi-textured channel with 2 texCoordList ?


James Harrison <jharrisonradical.ca> a écrit :
Yes it can affect all time based code. It depends on the
method the
coder used to get the time. I've definitely seen it in
straight DirectX
apps.

 > There's a Shockwave issue with more recent AMD
processors. 
> This sounds similar to the symptoms your describing.
> The problem happens when the thread running shockwave
player 
> in the browser switches from one processor to another.
This 
> actually happens quite frequently on a dual core
system. The 
> player gets the system time stamp at one frame, the
player's 
> thread is switched to the different processor by the
OS, then 
> on the next frame when it takes the time stamp again it
comes 
> up with a completely invalid time since each core has
it's 
> own clock and they aren't in sync.

This is really interesting, Gene. Does it affect *all*
time-related
functions (ticks, milliseconds), or just Director's internal
frame
counter,
or only HW-accelerated 3D? If it affects the milliseconds,
that's a very
serious bug for anyone doing time-based code.

Danny

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l


 		
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