Path: chuka.playstation.co.uk!chuka.playstation.co.uk!chuka.playstation.co.uk!not-for-mail From: Lewis_Evans@Playstation.sony.com Newsgroups: scee.yaroze.programming.2d_graphics Subject: VSync return values Date: 30 Mar 1998 11:58:56 +0100 Organization: Sony Computer Entertainment Europe - 119.SS5 Lines: 41 Sender: news@chuka.playstation.co.uk Message-ID: <6fnttg$pfu1@emeka.playstation.co.uk> Reply-To: Lewis_Evans@Playstation.sony.com NNTP-Posting-Host: emeka.playstation.co.uk via smtpd (for [194.203.13.2]) with SMTP; 30 Mar 1998 12:02:52 UT by camsg001.camb.scee.sony.co.uk (8.8.6/8.8.6) with SMTP id MAA29510 for ; Mon, 30 Mar 1998 12:02:37 +0100 (BST) From: Lewis_Evans@Playstation.sony.com To: news@playstation.co.uk Are you getting any printf messages through to the siocons console, eg 'GPU timeout' ? Is the whole program non-interactive for a few seconds just before the 30000 lines value appears? GPU timeouts cause a stall of a few seconds, and are caused by bad data being registered into the GPU work area (Gs packet area). If it's not that, please describe situation more fully. Lewis Help, something weird is happening... I've hacked together a 3D starfield, and the first method of drawing the stars I used (using a GsSortLine to draw a line of one pixel's length) was a bit slow, so I tried using a buffer in main RAM, drawing all the stars into that, and then using LoadImage to shove it all into the current display buffer. This seems to work fine except for one thing. At the top of the screen I'm using the built-in font to print the number of frames elapsed, the number of lines since the last VSync, and the maximum number of lines since VSync that has so far occurred. Occasionally, the text seems to glitch for one frame, and the maximum number of lines leaps to some huge figure, like 30000 lines! The stars don't seem to be affected by this at all. Any ideas as to what's causing this? Mark Wilson