Path: chuka.playstation.co.uk!news From: "Matt Verran" Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: font routine hangs Date: Wed, 16 Jun 1999 20:34:46 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 26 Message-ID: <7k8uda$75r22@chuka.playstation.co.uk> References: <7k8eu8$75r18@chuka.playstation.co.uk> <7k8n8n$75r19@chuka.playstation.co.uk> <3767F3C6.685D7D28@vmlabs.com> NNTP-Posting-Host: modem-42.depacon.dialup.pol.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 I had it set to 24000, but tried 70000 and it still crashes on that line after 8 iterations??? the routine is in another file (font.c) from main.c. font.c #includes main.h which provides a definition for the ordering tables stuff but as 'extern' does this sound right?? Scott Cartier wrote in message <3767F3C6.685D7D28@vmlabs.com>... >Do you have enough packet space allocated? Since you're using one >sprite per character, if you're trying to display a lot of text it could >overrun your packet area. Try increasing it to some ungodly large >number to see if that fixes it. > >Scott > > >> the hang is caused by the following line: >> >> GsSortFastSprite(&spriteInfo,&world_ordering_table[output_buffer_index], 0); >> >> although I still have no ide why???