Path: chuka.playstation.co.uk!news From: James Russell Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Scrolling backgrounds Date: Wed, 08 Jul 1998 11:21:54 +0100 Organization: Sony Computer Entertainment Europe Lines: 30 Message-ID: <35A34842.A7B6E58C@scee.sony.co.uk> References: <6nvfvm$9o1@chuka.playstation.co.uk> NNTP-Posting-Host: camfw01.millennium.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Mark Green wrote: > > Unfortunately this seems to be very inefficient (requiring two full-screen > blits per frame, one to scroll the buffer and another to copy it to the frame > buffer) and will not work with the non-blocking operations anyway since the > scroll must be assured complete before the copy can take place. I guess you're calculating the next line in main ram and loading it with LoadImage, then performing a MoveImage to scroll it? You can call these two functions together - since GPU commands are queued up internally, the MoveImage will wait until the LoadImage has finished before completion. So you don't have to go: LoadImage(myNewLine); DrawSync(0); MoveImage(scrollMove); just: LoadImage(myNewLine); MoveImage(scrollMove); This might speed your program up a bit (but won't affect the GPU speed). -- == James_Russell@scee.sony.co.uk +44 (171) 447-1626 == Developer Support Engineer - Sony Computer Entertainment Europe (((((This tagline in Stereo where available)))))