Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: LoadImaga and FntPrint Date: Tue, 06 Oct 1998 19:03:18 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 37 Message-ID: <361A5B66.CD155979@ndirect.co.uk> References: <6ug1n0$ja96@chuka.playstation.co.uk> <6uidgd$ja915@chuka.playstation.co.uk> <360CCEB5.F14D6B01@scee.sony.co.uk> <36165A7C.773C47C2@escotia.freeserve.co.uk> <3616AC8D.4392373C@escotia.freeserve.co.uk> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: dialin0-42.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) ScoTT Campbell wrote: > Ah. > > I've found out how to clear the screen every loop. (GsDRAWENV). > > Cheers > > ScoTT > > ScoTT Campbell wrote: > > > I'm trying to use MoveImage() to create a tiled background. > > > > The solutuion you give does work, but I'm totally confused as to why. > > > > Also, I want to clear the screen every loop since the background will not take up the whole screen, so > > how would I do that? If I use GsSortClear() I clear away what I've just moved in. > > > > Cheers > > > > ScoTT > > MoveImage for a tiled background eh? Personally I think you'd be much better off using sprites. They tend to be quicker and you can use 4/8-bit textures which saves VRAM makes things even quicker. And don't forget, you can recycle yor GsSPRITE structure. (i.e. once a sprite is sorted into the OT, it's sorted, so you can modify the contents of the stucture then sort it again for your next tile.) Hope this helps. Herbs