Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@iquest.net (Mario Perdue) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Simple Exmaple of GsBG usage wanted Date: Wed, 23 Apr 1997 02:14:14 GMT Organization: SCEA Net Yaroze News Lines: 36 Message-ID: <335d6dbe.17634457@205.149.189.29> References: <335D3240.31FC@charlie.cns.iit.edu> NNTP-Posting-Host: ind-0005-6.iquest.net X-Newsreader: Forte Free Agent 1.1/32.230 Ed, Try changing where you do the GsSortFixBg16. The 'sort' functions should be located between the GsClearOt() and the DrawSync(). The way it is currently written you add the background to the draw list, then loop back to the beginning where you do a GsClearOT(). This effectively erases the object before it is displayed. It should look more like this: do { outputBufferIndex = GsGetActiveBuff(); GsSetWorkBase((PACKET*)GpuOutputPacket[outputBufferIndex]); GsClearOt(0, 0,&WorldOrderingTable[outputBufferIndex]); GsSortFixBg16( &bg, &bg_work_area[0], &WorldOrderingTable[outputBufferIndex], 1000 ); DrawSync(0); VSync(0); pad_data = PadRead(); GsSwapDispBuff(); GsSortClear( 0x0, 0x0, 0x0, &WorldOrderingTable[outputBufferIndex]); GsDrawOt( &WorldOrderingTable[outputBufferIndex] ); } while ( !(pad_data & PADselect) ); After you make this change, you should see something on the screen. If you have other problems, just shout. Mario