Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Double buffering in 640*x Date: Thu, 22 May 1997 14:17:17 +0100 Organization: Sony Computer Entertainment Europe Lines: 25 Message-ID: <3384475D.6083@interactive.sony.com> References: <33843521.41C67EA6@soleil.dir.univ-rouen.fr> Reply-To: N/A-Use-Newsgroup NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Philippe.Lorin wrote: > > 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 ? You can have a 640x256 screen, but thats the largest double buffered screen. Interlaced mode does its double buffering on screen, odd and even lines. It is possible to set up sprites specifying where the origin of a sprite is, eg the centre, using (mx,my). This does mean that you have to use GsSortSprite which isn't as fast as GsSortFastSprite. Stuart