$PSDocId: Document Release 1.0 for Runtime Library Release 3.6$ ----------------------------------------------------------------------------- 1995.09.29 SCE Sample program for CLUT fog texture mapping *tuto0 tuto0 makes depth queued CLUT by each frame, and loads it to the frame buffer. This method does not need more extra CLUT memroy area on the frame buffer, and it can make only 1 depth by each frame, each CLUT. *tuto1 tuto1 makes some depth queued CLUT patterns at the first time. Each primitive change its CLUT entry according to its Z value to simulate foggy space. This method can't be applied to GsSortObj*() in libgs. *tuto2 tuto2 makes some depth cued CLUT patterns on the frame buffer at the first time. DR_MOVE primitive moves matched CLUT patterns into entryed (using) CLUT area. The DR_MOVE primitive is entryed on Ordering Table. This method changes CLUT during the drawing, so it can be applied to GsSortObj*() in libgs. This method is faster than tuto0 but it needs more CLUT memory area. *controller assign Left cross key move up/down/right/left L1,L2 foreward/backwaord R1,R2 rotation (except tuto0) Right cross key rotation (except tuto0) *compile >psymake tuto0 >psymake tuto1 >psymake tuto2 *load >psymake load >run tuto0 >psymake load >run tuto1 >psymake load >run tuto2 *relative infomation The correspondings between Z (otz) and depth cue parameter (p) can be obtained by function otz2p() or p2otz(). Copyright (C) 1996 Sony Computer Entertainment Inc.