Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Linda J. Hodge" Newsgroups: scea.yaroze.beginners Subject: Animation technique Date: Sun, 13 Jul 1997 22:58:11 -0700 Organization: SCEA Net Yaroze News Lines: 35 Message-ID: <33C9BFF3.461B@earthlink.net> Reply-To: hodgke@earthlink.net NNTP-Posting-Host: max6-so-ca-08.earthlink.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-NSCP (Win16; U) Ok So I listened to what you said and Im thinking. maybe something like this //defines GsOT// Define your ordertables GsOTTAG//Tag your odertables PACKET// Do packet for ot stufff GsSPRITE //pointer to sprite GsinitGraph//Screen initialiize stuff GsdefDispbuff// Setup double buffer stuff for page flipping //For loop for WOT Activebuff =GsGetActiveBuff()//bouble buffer setup GsSetWorkBase//Have no idea except it asigns buffer to packet? GsClearOt//init ot packet Do main loop animation stuff right here with frames and all DrawSync(0)// wait for the entire drawing to be done Vsync(0)//Wait for the vblank interupt which tells the sys it is done //with drawing the pic on screen GsSwapDispBuff()// Switch the buffers GsSortClear()//Have no idea GsDrawOT()//Draw everything that has just been done in the ot Then do the sprite init. end This is probably completely wrong but I init the sprite. mario