Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@hrtc.net (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: changing resolutions Date: Fri, 01 Aug 1997 16:25:11 GMT Organization: SCEA Net Yaroze News Lines: 30 Message-ID: <33e20b43.7942317@205.149.189.29> References: <33E1FCFE.5F42@erols.com> NNTP-Posting-Host: firewall.hrtc.net X-Newsreader: Forte Free Agent 1.1/32.230 Clint, I just took a quick look at your code and noticed a couple of things. First, you need to set the system in interlace mode to use the 480 vertical rez. This is done in the GsInitGraph() function call. Also, in interlace mode, field swapping is performed automatically when the frame buffer origins are set to the same location. Try this: GsInitGraph(640, 480, 0, 0, 0); GsDefDispBuff(0, 0, 0, 0); Another thing to watch for if you're making changes to existing code is the location of the TIM files in the frame buffer. If you've got a texture page in the area covered by the screen (0,0 - 640,480) you're going to have trouble. Many of the samples place image data at 0,320, so you need to make sure you move it. Mario On Fri, 01 Aug 1997 11:13:02 -0400, Clint Kelly wrote: >I'm just starting my first program, and right now I'm experimenting with getting my >sprites on the screen. This program works fine when SCREEN_WIDTH and _HEIGHT are 320 >and 240, but when I change them to 640 and 480 my program doesn't display anything. >What's the problem??? > >[ship]