Path: chuka.playstation.co.uk!news From: "Rikki Prince" Newsgroups: scee.yaroze.beginners Subject: Sprites, OTs and dodgy wrappers... Date: Wed, 29 Sep 1999 23:15:31 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <7su34m$7f82@chuka.playstation.co.uk> NNTP-Posting-Host: th-gt143-097.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 Right, continued work on my dodgy wrapper functions etc have led me to design a structure which has all the basic variables and structures I need for the graphics and some main other variables. So basically, I've got a structure with my Active Buffer tracker integer, my GPU Packet Area, OT, OT Tags etc. I've got this working with a just a clear screen to blue, and it all seems to work. However, when I try to add some code to display a sprite - Initialisation and Display - it locks up. I've worked out that the problem is with the call to GsSortSprite, where I pass the pointer to the GsSPRITE struct, a pointer to the OT and a position in the OT. So as long as the pointer to the sprite is ok, then it must be the pointer to the OT - which could be a problem as it's inside another structure, as is the active buffer int, which is used to select which of the OT array to use. At the moment, I'm trying '&thisGame.ot[thisGame.ab]' where 'thisGame' is the struct, ot within the struct is the GsOT array, and ab within the struct is the active buffer int. This is where I believe the problem is, and would be very grateful if anyone could shed some light on what I'm completely missing (e.g.. can't use the OT struct inside another struct for one reason or another, or something similar). Cheers for any help. Rikki