Path: chuka.playstation.co.uk!news From: Nick Slaven Newsgroups: scee.yaroze.freetalk.english Subject: Re: Thanks, but still not sure... Date: Tue, 05 May 1998 00:13:11 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <354E4B85.BCEEAE07@compuserve.com> References: <3549FEDD.6D64@writeme.com> <354DEE72.7982@writeme.com> NNTP-Posting-Host: ld26-235.lon.compuserve.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) Hmmmm, I'm not so convinced now. Let us know if you sort it. just a quick stupid thought - how big is the stack, 64k? still your glbground is only about 6k at most hmmmm, tricky Nick James Rutherford wrote: > Thanks for your help guys - the very prompt response was appreciated > (and the information sorta made sense too!) > > I tried a couple of workarounds according to how I understood the > problem and I'm still a little confused... > > If the problem is to do with the array being destroyed after the local > call has finished (as seems a very plausible explanation) then defining > GLbground[x] as a global/static variable should and does work. However, > so should all of: > > 1) Defining GLbground[x] in main and then calling > DrawGradient(&GLbground[0]) as a pointer to that array. > 2) Inserting the DrawGradient code straight into main(). > 3) Stalling for a number of VSyncs within DrawGradient() after the > DrawOt(...) command has been called. > > I have the same problem when using all three of these work-arounds. > > Any enlightenment would be again, well appreciated - > > Cheers, > > James (~mrfrosty).