Path: chuka.playstation.co.uk!news From: "Philippe.Lorin" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Double buffering in 640*x Date: Thu, 22 May 1997 12:59:29 +0100 Organization: LIR, Fac. des Sciences Rouen (France) Lines: 13 Message-ID: <33843521.41C67EA6@soleil.dir.univ-rouen.fr> NNTP-Posting-Host: soleil-gw.dir.univ-rouen.fr Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (X11; I; SunOS 4.1.3 sun4m) Hi there. (*please* tell me if my English's not correct, for I'm French) 1 .- I'm wondering whether it's possible to do double buffering with a resolution higher than 512 pixels (x value). If I correctly understand the double buff mechanism, I need twice the size of one screen in VRAM. As the VRAM's size is 1024*512, the maximum length is 1024/2, unless I use a 256 pixels height (but I don't want to). 2 .- I've already used sprites and tiled-maps on another system (ST). My sprites routines didn't do clipping, I just had a working area bigger than the real screen, so that when a part of a sprite had to be drawn outside there was no problem. I'm happy that the psx hardware provides clipping. But it seems that I can't ask it to draw sprites with negative coordinates, so how can I draw something that is not entirely on the screen ?