Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.beginners Subject: Re: Animation technique Date: Wed, 16 Jul 1997 23:02:46 GMT Organization: SCEA Net Yaroze News Lines: 47 Message-ID: <33cd529e.2069219@news.scea.sony.com> References: <33C9BFF3.461B@earthlink.net> NNTP-Posting-Host: nb11ppp60.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 Also, you might want to check out my "onespr" tutorial...it explains each function pretty extensively, plus its very simple, just displays one sprite on the screen, not much more to it. Its on my yaroze web page. Jamin On Sun, 13 Jul 1997 22:58:11 -0700, "Linda J. Hodge" wrote: >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