Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Using a Priority OT Date: Fri, 18 Sep 1998 16:31:30 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 19 Message-ID: <36027CD2.533F@manc.u-net.com> References: <36025F1F.12B0@manc.u-net.com> <360271DA.20D75C3B@scee.sony.co.uk> Reply-To: james@manc.u-net.com NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.0 (Win95; I) James Russell wrote: > GsDrawOT(&mainOT[GsActiveBuff()]); > GsDrawOT(&priorityOT[GsActiveBuff()]); ^^^^^^^^^^^^^^ <- the penny drops! D'OH! I'm clearly a complete blithering idiot. Want to know what I was doing wrong? Like a MORON, I thought that (for some unknown reason) I *didn't* need 2 Priority OTs (one for each buffer) in the usual way, so of course the packets were getting corrupted because the GPU was looking for ones that were actually being wiped before they had chance to be drawn. Doh doh d doh doh. Thanks, Jim -- ----------------------------------------- James Shaughnessy james@manc.u-net.com http://www.netyaroze-europe.com/~shaughnj -----------------------------------------