Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.beginners Subject: Re: LoadImage sending me to the loony farm Date: Mon, 08 Mar 1999 10:16:13 +0000 Organization: Sony Computer Entertainment Europe Lines: 26 Message-ID: <36E3A36D.79AE903B@scee.sony.co.uk> References: <01b9eb4c$79110640$1a92a6c3@gareth> NNTP-Posting-Host: mailgate.scee.sony.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en LoadImage can be confusing when you're trying to use it every frame, because the frame buffer the CPU is building is identical to the frame that is being displayed, not the frame that the GPU is currently drawing. I.e. The GPU is displaying frame X, the GPU is drawing frame X+1, the CPU is building frame X+2. So it's easy to miscalculate which frame buffer your LoadImage should target. As a test, take out the GsSortClear statement. If you get an image on screen, change this line. > dest.y = active_buffer * SCREEN_HEIGHT; to: > dest.y = (1-active_buffer) * SCREEN_HEIGHT; If there's no image, then there's something else wrong, like your texture in memory is getting overwritten. Cheers, James -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe Windws is @ine for bckground# comunicaions