Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Scott Cartier Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Backgrounds Date: Wed, 20 Aug 1997 19:02:46 -0700 Organization: SCEA News Server Lines: 24 Message-ID: <33FBA1C6.1C4F@concentric.net> References: <33F8FC3F.726E@concentric.net> <33f91153.15986403@205.149.189.29> <33FA4A48.3638@concentric.net> <33fa55d9.44522098@205.149.189.29> <33FA7656.4AE4@concentric.net> <33FA98D4.CED@interactive.sony.com> Reply-To: dsyaroze@concentric.net NNTP-Posting-Host: ts034d08.cup-ca.concentric.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0C-GZone (Win95; I) Colin, I don't think that's the problem (at least I hope not!). I only have maybe 10-15 sprites on the screen along with the background. I've done a stress test where I've seen how many sprites I could get before flickering started. It was upwards of 200. Unless drawing the background takes a *lot* longer than drawing sprites. But if that's the case then there wouldn't be much point in having a background (in hi-res mode at least). Scott > Hi Scott, > > If your drawtime goes over 1/60s in 640x480y then you will get the > flickering background effect because of the auto line clipping which > only lets you draw on odd/even lines depending on which field is being > displayed. > > Cheers, > > Colin.