Path: chuka.playstation.co.uk!news From: "Maurice Sibrandi" Newsgroups: scee.yaroze.programming.2d_graphics Subject: LoadImaga and FntPrint Date: Fri, 25 Sep 1998 14:19:49 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 62 Message-ID: <6ug1n0$ja96@chuka.playstation.co.uk> NNTP-Posting-Host: 212.206.211.33 X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Hi folks, I'm trying to get some full screen graphics working as a first attempt to create a marvelous game, but I don't seem to get it right. I want to display a full screen image with some debug text, but the text won't show. The text is under the image (I checked that!) although it is plotted after a LoadImage and even after a DrawSync(0). What am I doing wrong? BTW.1 How does the Yaroze handle 320x256 sprites? Performance? BTW.2 What is a nice way to see what the frame rate is? // cut here // imgLogo is GsIMAGE struct of a picture with size 320x256 // other variable should explain themself... while (1) { nActiveBuf = GsGetActiveBuff(); GsSetWorkBase(GpuPacketArea[nActiveBuf]); GsClearOt(0, 0, &otWorld[nActiveBuf]); setRECT(&rc, 0, GsDRAWENV.clip.y, imgLogo.pw, imgLogo.ph); LoadImage(&rc, imgLogo.pixel); FntPrint(nFontstream[0], "This text can't be read!"); DrawSync(0); nVSync = VSync(1); VSync(0); // this text can't be read also FntPrint(nFontstream[7], "~c900HSync = %d", nVSync); GsSwapDispBuff(); GsSortClear(0, 64, 128, &otWorld[nActiveBuf]); GsDrawOt(&otWorld[nActiveBuf]); for (i=0; i<8; i++) if (nFontstream[i] != -1) FntFlush(nFontstream[i]); }; }; // till here Regards, Maurice 'YarozeMaster' Sibrandi