Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: mperdue@l4software.com (Mario Perdue) Newsgroups: scee.yaroze.beginners Subject: Re: Still trying to display a sprite Date: Mon, 23 Mar 1998 15:38:35 GMT Organization: L4 Software Lines: 27 Message-ID: <35167fe9.2748362@205.149.189.29> References: <351380C8.73EA@aol.com> <35132D2E.8D466F27@netmagic.net> <351586B9.1FD0@aol.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 Sun, 22 Mar 1998 13:46:33 -0800, Scott Campbell wrote: >Thanks for the suggestion, but still no luck. > >I cannot help but think it must be something other than the order of my >main loop. After all, it is basically a straight cut and paste from the >start up guide code or even Ira Rainey's tutorial code. > >Any other suggestions? (Please) > >ScoTT. Scott, When you remove the GsSortClear(), does the sprite flicker against the brick background? I've been trying to duplicate your problem and have found that if I load the sprite graphics at a location of 0,0 in the frame buffer and remove the GsSortClear(), I get a sprite that flickers at 0,0 on the screen. When I Put the GsSortClear() back, I just get a colored screen. This is because the sprite image data is located in the display area and is overwritten when the GsSortClear() is executed. If this sounds like what you are experiencing, make sure your sprite image data is located in the Frame Buffer outside the display area. Mario