Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Nelson Santos" Newsgroups: scee.yaroze.beginners Subject: Backgrounds Date: 20 Jun 1997 13:13:34 GMT Organization: SCEA Net Yaroze News Lines: 35 Message-ID: <01bc7d95$a546a200$cb56eccd@nsantos> NNTP-Posting-Host: ppp-5200-0445.mtl.total.net X-Newsreader: Microsoft Internet News 4.70.1155 I read a couple of messages regarding displaying an entire 320x240 image on the screen. If you want an easy and crude way of doing it, you can use the LoadImage to move the entire image into your display and swap buffers instead of using 2 sprites, and just use a main loop that does nothing but swap buffers. Like this: ... GsGetTimInfo((u_long *)(PICTURE+1),&Image); Rect.x = 0; Rect.y = 0; Rect.w = 320; Rect.h = 240; LoadImage(&Rect,Image.pixel); Rect.y = 240; LoadImage(&Rect,Image.pixel); while(PadRead(1) != PadSelect) { Buffer = GsGetActiveBuff(); GsSetWorkBase((PACKET *)Packet[Buffer]); GsClearOt(0,0,&OT[Buffer]); DrawSync(0); VSync(0); GsSwapDispBuff(); GsDrawOt(&OT[Buffer]); } ... This is not useable for background images in games and only works with images that includes the CLUT information in the data, but it's a great way to do a quick display of a title image for example. Nelson.