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: 20 Jun 1997 13:01:27 GMT Organization: SCEA Net Yaroze News Lines: 22 Message-ID: <01bc7d93$f3a0d6c0$cb56eccd@nsantos> References: <01bc7c89$6c62a860$6c37eccd@nsantos> <33a9466e.890798@205.149.189.29> <01bc7cda$9d15d620$d67acdcd@nsantos> <33a95c49.6486485@205.149.189.29> NNTP-Posting-Host: ppp-5200-0445.mtl.total.net X-Newsreader: Microsoft Internet News 4.70.1155 > The change you made would have a similar effect. The way you > originally wrote the code, the system would be building the next frame > while it was drawing the current frame. The way it is now, you wait > until the current frame is drawn before you start building the next > frame. You're still getting a fast enough frame rate, but you're > wasting a bunch of CPU cycles. > > Mario > I have added an additional 60 alien sprites, all moving and animating at the same time with collision checking, the works. And there is no slow down at all. Even when firing 20 bullets at once. The way I have my code now, with the DrawSync(0) after the DrawOT command, it works like a charm. But how do I get it so that my graphics steps are standard as outlined in the manuals and reclaim those CPU cycles you say I lost without experiencing those jerky graphics? Nelson.