Path: chuka.playstation.co.uk!news From: "Rikki Prince" Newsgroups: scee.yaroze.beginners Subject: Re: Sprites, OTs and dodgy wrappers... Date: Thu, 30 Sep 1999 23:38:50 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 44 Message-ID: <7t0oqe$2d02@chuka.playstation.co.uk> References: <7su34m$7f82@chuka.playstation.co.uk> <86n1u5jol3.fsf@foo.mel.cybec.com.au> NNTP-Posting-Host: th-gt142-194.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 Well, I've been persisting with this, and it seems that the main loop goes through once, and dies when it gets to the GsSortSprite on the second loop. This further proves that it must be a problem with the address of the OT that I'm passing, but I reckon - due to this evidence - that it must be the double buffer effect that is causing problems. I don't think it is the value in the active buffer integer, as using an int (all global btw. Toby ;) separate from the structure still doesn't work. This must mean it's something wrong with the OT itself. There's a number of things this could be: 1) Not passing the address of the current (which in the double buffer) OT correctly. At the moment, I using: &thisGame.ot[thisGame.ab] which from what I gather should be the address of one - depending on the .ab value - of the array of GsOT structs. I can't see anything wrong here, please correct me if this is where I'm mucking up. 2) Something with the OT Tags. At the moment, in the struct, I'm setting a pointer to GsOT_TAG, then in my struct initialisation function, I use realloc, to allocate memory to the size of: 2*(1<