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PlayStation 2 Hardware Usage
[PlayStation 2]

ScratchPad & VU0 co-processor.
A set of PlayStation 2 specific functions are provided as replacement to the standard generic C functions. These functions make uses of the PlayStation 2 hardwares to provide better performance than the generic C functions. These function uses the PlayStation 2's ScratchPad memory and the VU0 co-processor.

Care must be taken when using these functions to ensure they do not conflict with any application's data and code that also uses these resources.

Multi-Buffering
To avoid timelapse glitches, RpPrtStd uses a multi-buffered PTank (rpPTANKSKYFLAGINSTANCEBUFFER). While removing any potential visible problems this flag doubles the PTank memory footprint.

If an application is well scheduled, or if the particle emitter settings allow it, this behavior can be canceled by creating a custom, non multi-buffered, PTank.

The pClone example show how to create a custom PTank object.

Maximum Batch Size
The maximum batch size for an emitter depends on the properties carried by the particles. When creating new particle batches, RpPrtStd automatically checks and updates that value to the optimal one if needed. This will limit the number of new particles emitted per emission by the same value. Whenever particles and emitters are streamed out, the emitter will hold the optimized value, overwriting any existing settings.

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