Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: jamin1@psu.edu (Jamin Frederick) Newsgroups: scea.yaroze.programming.2d_graphics Subject: Re: Sprite Help. Warning lots of code Date: Tue, 03 Jun 1997 22:21:12 GMT Organization: SCEA Net Yaroze News Lines: 25 Message-ID: <3394978e.1595650@news.scea.sony.com> References: <01bc6fb1$8104ef10$7b7b7bcc@bank> NNTP-Posting-Host: nbppp93.cac.psu.edu X-Newsreader: Forte Free Agent 1.11/32.235 I've seen this done in the sony demos. Does GsGetActiveBuff() not always return the opposite of what it was last -- 0 or 1? Is this the reason GsGetActiveBuff() is being called inside the loop? Before I was using this technique and it works -- assuming the active buffer is alternating between 0 and 1 at every loop iteration... Jamin Frederick On 2 Jun 1997 23:59:09 GMT, "Mark Cooke" wrote: > activeBuffer = GsGetActiveBuff(); > > while (1) > { > > ...stuff... > > activeBuffer ^= 1; > }