Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: Net Yaroze Tutorial Preview Date: Mon, 21 Sep 1998 16:42:44 -0400 Organization: SCEA News Server Lines: 56 Message-ID: <3606BA44.347FD7C6@bigfoot.com> References: <360587BD.5668FFB0@bigfoot.com> <36064067.123D@manc.u-net.com> NNTP-Posting-Host: 102.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:982 scee.yaroze.freetalk.english:2427 James Shaughnessy wrote: > > Darco wrote: > > Once this routine is called, the GPU automaticly "turns off" the > > screen by default. Not sure why it does this.. > > It will surely be because you don't want to actually see the gibberish > that's probably on the frame buffer; so it turns off, and will then > automatically activate when the next GsSwapDispBuff() is called -- so > calling SetDispMask(1) is not necessary. I know for the sake of the > Hello World tutorial OTs and double buffering are a bit too much for > the beginner, but they are unavoidably only a whisker away. I won't be getting into OT and double buffers for another lesson or two. Generally, each concept will have 2 lessons... For example, you may have noticed that this is Lesson 2, rather than lesson 1. Lesson 1 contains an explanation of the hardware, and concepts behind how it works, terms, etc... All of the basic stuff, but no code. Next lesson, I think I'll be describing double buffering and OT's. > > > RECT screen_c; > > I think this would be the best time to tell them that the display > area defaults to the upper left 320x240 of the 1Mb 1024x512 frame > buffer, with a nice diagram too perhaps. Clearing the *whole* frame > buffer may confuse them don't you think? Also a quick hint that a > second 'buffer' will invariably be right below it, and the rest of > the video memory is used for sprites and/or 3D object textures. The frame buffer is described in Lesson 1, along with alot of the other hardware. Lesson 1 has no code -- just descriptions and explanations. > Also the macro setRECT should be taught from the start I think, as > it really tidies thing up (no need to tell them that it's a macro and > not a libps.h function yet though :), so you could do this: > > RECT screen; > setRECT(&screen, 0, 0, 320, 240); Whoah. Cool. Learn something new every day. Yeah, I'll use that instead. Thanks. > > I am curious why you use the "_c" as it may perhaps scare a few people? > Yeah, you are right. It stood for "clear" as in "screen_clear" but I guess I'll just change it to "screen". > Hope you don't think I'm being too pedantic or picky by the way! It's ok... That setRECT is alot simpler than what I as doing. Thanks. 'Darco