Path: chuka.playstation.co.uk!news From: Majik Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: split-screen? Date: Mon, 23 Feb 1998 11:29:40 +0000 Organization: Sinclair MicroComputer Museum Lines: 31 Message-ID: <34F15DA4.5CE9@127.0.0.1> References: <6cjs0r$m1u1@emeka.playstation.co.uk> <34ED8958.2773@mdx.ac.uk> Reply-To: majik@127.0.0.1 NNTP-Posting-Host: 194.202.250.27 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (WinNT; I) Robert Swan wrote: > The code in it is transparently > easy to use, makes more sense then the SCEE example, but may > have drawbacks Im not aware of when compared to the code they > gave, as it uses a different technique. Your method is simpler than the one SCEE posted, although I can't get it to work. If I put in the PutDrawEnv() the game flickers, well what it actually does is a bit weird, the OT is drawn, then there is a black frame.. although I haven't called GsSwapDispBuff(), if I take the PutDrawEnv() out, then everything works fine (non-split screen of course!). I ran your split demo, and that works fine, and I couldn't 'break' it to see what I'm doing wrong, becuase as far as I can see my main drawing loop is the same as yours, except that you used the currentBuffer index to determine with set of clipping to use, I tried this but it changed nothing. Have you had any trouble with this at all, or did it work first time? Majik. -- -- Majik - Owner/Curator of the Sinclair Microcomputer Museum -- Spod in a suitcase - ' Have Compiler, will travel ' -- http://mudhole.spodnet.uk.com/~majik/ --