Path: chuka.playstation.co.uk!news From: SCEE Developer Support Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: It's just a question of time... Date: Wed, 23 Apr 1997 08:40:14 +0100 Organization: Sony Computer Entertainment Europe Lines: 38 Message-ID: <335DBCDE.7699@interactive.sony.com> References: <01bc4f5f$0e4c4c60$f905e8c3@cma> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Chris Allmark wrote: > > ...well two questions actually. > > The first one : is there a tick count function ( I haven't really looked > but the manuals drive me CRAZY ) I need something to control a sprites > frame rate. > > The second one : what's is the real difference between GsSortSprite and > GsSortFastSprite (apart from the speed as the names suggest). Can you mix > them ? I'm working on a basic sprite animation routine, but the sprite > flickers like hell when I use GsSortSprite - I need to use this to perform > scaling & rotation effects. > > Any Ideas ? > > -- > Chris Allmark, Zoo Software Solutions > "If you can't plug it in - We don't use it !" You can access a fast tick ( Sysclk /8 ) using ResetRCnt/StartRCnt/GetRCnt with RCnt2 ( in the header somewhere ) GsSortFastSprite produces GPU sprites ( very fast - Max 2pixel writes per cycle ) GsSortSprite produces texture mapped poly's ( Max 1pixel write per cycle ) - Allowing rotation etc.. If your display is flickering you are probally drawing to the wrong double buffer or not using 2 buffers. ( Normally the flicker is caused by the initial clear screen being seen by the scanning CRT beam ) Or if you are using interlace ( 480/512y ) you will get flickering if your drawing update takes more than a single field. Cheers, Colin.