Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Keith Broussard Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Simple Exmaple of GsBG usage wanted Date: Wed, 23 Apr 1997 00:07:06 -0500 Organization: SCEA Net Yaroze News Lines: 46 Message-ID: <335D98FA.214E@earthlink.net> References: <335D3240.31FC@charlie.cns.iit.edu> <335d6dbe.17634457@205.149.189.29> Reply-To: broussak@earthlink.net NNTP-Posting-Host: Cust76.Max10.New-Orleans.LA.MS.UU.NET Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0Gold (Win95; U) To: Mario Perdue Mario Perdue wrote: > > 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 Hello Mario, My name is Keith I am new to the program. You seem to have a grasp of whats going on so I would like to know do you have and suggestions on any books I can read to get a better understanding of the hardware aspects of the playstation. I have all of the books I need on 2d and 3d but I all have trouble intergrating it with the playstations architecture.