Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Nelson Santos" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Jerky graphics Date: 19 Jun 1997 14:54:46 GMT Organization: SCEA Net Yaroze News Lines: 34 Message-ID: <01bc7cda$9d15d620$d67acdcd@nsantos> References: <01bc7c89$6c62a860$6c37eccd@nsantos> <33a9466e.890798@205.149.189.29> NNTP-Posting-Host: ppp-5200-1008.mtl.total.net X-Newsreader: Microsoft Internet News 4.70.1155 > At first glance, I don't see any problem with the code you posted > here. I think I'd have a look at the function MoveHeroBullets() and > see what's happening there. > > Mario > My MoveHeroBullets seems to work ok when I fire more than one bullet. I experimented with a few things, and I think I fixed it, but I still don't know why. Referring back to the code (here is a segment:) ... if(NumHeroBullets > 0) { for(i=0 ; i < NumHeroBullets ; i += 1) GsSortFastSprite(&HeroBullets[i], &OrdTab[Buffer], 0); } DrawSync(0); VSync(0); GsSwapDispBuff(); GsSortClear(0, 0, 0, &OrdTab[Buffer]); GsDrawOt(&OrdTab[Buffer]); if (GameOver == TRUE) break; ... All I did was move the "DrawSync(0);" to right after the "GsDrawOt(&OrdTab[Buffer]);" Now this is against what the manuals say, but it works anyhow. No more choppiness. Do you know why? Nelson.