Path: chuka.playstation.co.uk!news From: "Rad" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: ResetGraph(?) Date: Tue, 17 Nov 1998 00:13:26 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <72qf11$dvm4@chuka.playstation.co.uk> References: <72fcu3$5bg3@chuka.playstation.co.uk> <364B59EB.347DD52B@scee.sony.co.uk> <72ft10$5bg6@chuka.playstation.co.uk> <364BE9B9.53A631D7@scee.sony.co.uk> NNTP-Posting-Host: vil-22.village.gre.ac.uk X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 James Russell wrote: >> Also does anybody know the effect of calling ResetGraph before exiting? > >The transfer program will call ResetGraph after you exit, so you don't have to worry about calling >it after exit. > I'm still confused by this! It's just that I'm curious to find out why on all the source code out there people call ResetGraph before exiting. And it isn't just ResetGraph(3) it's 0, 1 or 3! Basically my two main questions are: 1. Why call ResetGraph at all just BEFORE the program exits? What effect does it have on a yaroze program? My guess is that it might be useful for a demo on a cover disk, so that when the user exits the demo and plays the next one the graphics environment will be reset/initialised for the next demo. But it can't be used before exiting on a commercial game since there is no exit option - the user just turns off the playstation when they've finished? 2. What's the parameter to use in these situations, 0, 1, 3, 5? Thanks for any help. Rad. rad@cyberdude.com http://www.netyaroze-europe.com/~radpsx