Path: chuka.playstation.co.uk!news From: Luca Cappellini Newsgroups: scee.yaroze.programming.2d_graphics Subject: Active Buffer Question Please Respond Date: Mon, 19 Jan 1998 14:07:29 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 28 Message-ID: <34C35011.7F79BE6D@infores.com> NNTP-Posting-Host: ppp1-58.planet.it Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (WinNT; I) Hi , Please respond is a stupid question but i need to understand ! If i well understood when you run in the main loop the command GsGetActiveBuff() you receive the buffer that is not displaing in this time so the drawing buffer, after receving this buffer index (0 or 1) you alloc the packet for it and clear the OT table and than register in the OT your commands, than wait for completition DrawSync(0) and for VSync but..... WHY you call GsSwapDispBuff that if i well understood swap the Draw buff with the Disp buff and than you run GsSortClear (if needed) and the GsDrawOt that should be the command that do the real drawing. In that way is not true that i'm drawing when the display of that buffer is displaing, in other terms why we do the GsSwapDispBuff before the GsDrawOt and not after ????? Probably i havent understand something ..... Thanks Luca