Path: chuka.playstation.co.uk!news From: ScoTT Campbell Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Screen flicker Date: Sat, 17 Oct 1998 18:12:00 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 43 Message-ID: <3628CFE0.48EBC668@escotia.freeserve.co.uk> References: <36278d19.18773715@news.playstation.co.uk> <7081ou$alr7@scea> <3628a5ea.2751668@news.playstation.co.uk> NNTP-Posting-Host: 170-252-152.ipt.aol.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Just the call to GsDefDispBuff I reckon. I've changed the code below to what I would normally have it as. ScoTT > > > /***********************GRAPHIC INTIALISATION***************/ > > void InitGraphics() > { > > SetVideoMode(MODE_PAL); > GsInitGraph(PAL_WIDTH, PAL_HEIGHT,4, 0, 0); > GsDefDispBuff(0, 0, 0, PAL_HEIGHT); > > GsInit3D(); // > initialise 3d graphics routine so > // 3d and font > functions can work > OT[0].length = OTABLE_LENGTH; // notify OTable > headers of OTable > OT[1].length = OTABLE_LENGTH; // array lengths > OT[0].org = OT_Array[0]; // notify OTable headers > of OTable > OT[1].org = OT_Array[1]; // array memory locations > GsClearOt(0, 0, &OT[currentBuffer]); // clear > out OTable sorting info > GsClearOt(0, 0, &OT[currentBuffer+1]); // > ready for use (not strictly necessary > // as they are > cleared before use in > // RenderWorld() > > > > }; >