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 15:09:43 GMT Organization: SCEA Net Yaroze News Lines: 46 Message-ID: <335d6aaa.16845896@205.149.189.29> References: <335D3240.31FC@charlie.cns.iit.edu> NNTP-Posting-Host: ind-0008-17.iquest.net X-Newsreader: Forte Free Agent 1.1/32.230 On Tue, 22 Apr 1997 16:48:48 -0500, Ed Federmeyer wrote: Ed, I've taken a quick look at what you are doing and I did notice one problem. Where you draw the GsBG object is misplaced. The sequencing should go like this: 1) Get the active buffer 2) Set the work base 3) Sort the objects to be displayed 4) Draw Sync 5) VSync 6) Swap Buffer 7) Sort Clear 8) Draw OT So your do loop should look a bit 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); GsSwapDispBuff(); GsSortClear( 0x0, 0x0, 0x0, &WorldOrderingTable[outputBufferIndex]); GsDrawOt( &WorldOrderingTable[outputBufferIndex] ); pad_data = PadRead(); } while ( !(pad_data & PADselect) ); I don't know if there are other problem, but you should get something displayed on the screen after you fix this. If you need more help, just shout. Mario