Path: chuka.playstation.co.uk!news From: "Rikki Prince" Newsgroups: scee.yaroze.beginners Subject: Re: Order in main display loop Date: Sun, 19 Sep 1999 01:26:11 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <7s1ahn$lcu14@chuka.playstation.co.uk> References: <7s08as$lcu11@chuka.playstation.co.uk> <7s18ej$lcu13@chuka.playstation.co.uk> NNTP-Posting-Host: th-gt142-220.pool.dircon.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 > Hi > > Check out what each line in your GraphicsLoopStart() and GraphicsLoopEnd() do. > You'll see that sprites/objects must be sorted /between/ clearing and drawing your OT. What I'm trying to find out is whether you can do 'Draw OT - Clear OT - Sort Sprites - Loop', or 'Sort Sprites - DrawOT - Clear OT - Loop', rather than 'Clear OT - Sort Sprites - Draw OT - Loop' as it would allow the 'Draw OT - Clear OT' to be integrated into one fuinction, if you see what I mean. I both cases, Sort Sprites comes between the Clear OT and the Draw OT, it's just the loop that is inbetween as well. Rikki > activebuff = GsGetActiveBuff(); > GsSetWorkBase((PACKET*)GpuPacketArea[activebuff]); > GsClearOt(0, 0, &WorldOT[activebuff]); // initialise OT > GsSortSprite(&sprite, &WorldOT[activebuff], 1); // insert sprite in OT > DrawSync(0); // wait for completion of all drawing > VSync(0); // wait for next vsync > GsSwapDispBuff(); // swap double buffers > GsSortClear(0, 0, 0, &WorldOT[activebuff]); // insert clear sceen command in OT > GsDrawOt(&WorldOT[activebuff]); // draw OT > Hope this helps, >Derek