Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Jack Copper Newsgroups: scea.yaroze.programming.2d_graphics Subject: Using Static Backgrounds Date: Fri, 16 May 1997 12:32:15 -0400 Organization: ArcanaTech Lines: 31 Message-ID: <337C8C0F.1080@earthlink.net> Reply-To: impmeister@earthlink.net NNTP-Posting-Host: 1Cust70.Max10.Cleveland.OH.MS.UU.NET Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; U) I would greatly appreciate an example of loading and displaying correctly a static 512X240 (visible pixel) static background that uses an 8-bit CLUT. I have a bit mapped image that appears to meet the above criteria (looking at it with TIMTool); I load it into the frame buffer at 512,0 I think I'm filling in the background and cell structures correctly, but the image that is displayed is only 256 (visible) pixels wide. It certainly appears that the 8-bit CLUT image is not being "unpacked" correctly so that the 256 (16 bit) pixel image that I see with TIMTool is not being expanded to be 512 visible pixels. I have puzzled over the usage of cells, pages, the tpage and and u offsets in the GsCELL structure, but have not yet stumbled on what must be done to a CLUT based background image to get it to be visible on the entire screen. Basically, I move the "hidden" image to the appropriate display buffer, then call GsSortFixBg16 using the background and work areas that I've defined (with the background located at 0,0), then follow the logic in various examples that deals with Vsync, swapping buffers, etc. It seems to me this should be simple, which makes it all the more frustrating. Perhaps you folks at Sony could provide the 5-10 lines of code that load Tim image and CLUT in some portion of the frame buffer, and then use the functions that deal with backgrounds to simply display the background... Thanks Jack Copper