Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@l4software.com (Mario Perdue) Newsgroups: scee.yaroze.beginners Subject: Re: Displaying a sprite Date: Mon, 23 Mar 1998 04:12:30 GMT Organization: L4 Software Lines: 26 Message-ID: <3515e00c.21656293@205.149.189.29> References: <351380C8.73EA@aol.com> <351634BE.AE6@dial.pipex.com> NNTP-Posting-Host: firewall.hrtc.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent 1.5/32.452 On Mon, 23 Mar 1998 02:09:02 -0800, Chris Chadwick wrote: >Hi Scott, > >I've just taken a quick look at your code and I think your >problem is that the packet buffers aren't big enough. The line: > >PACKET packetArray[2][Num_Sprites * sizeof(GsSPRITE)]; > >This only gives the size of a GsSPRITE object for each buffer >which is enough for when you dont use a GsSortClear(), but when >you do there isnt enough buffer space since GsSortClear() adds >a primitive to the drawing command list, just like any other >'sort' does... > >I seem to recall seeing the above line of code in someones >tutorial source - to me it's mis-leading. That was my tutorial code, and you're right it is not only misleading, it is absolutely wrong. (Sorry, I'd only had the Yaroze for two days when I wrote that.) I think all that code has been replaced with corrected versions. I'll check to be certain. If anyone else is still using this method, please change it to the num_sprite*24 method Chris outlined.