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Mail Archives: djgpp/1999/07/31/05:36:12

From: "Knutte" <trumpetknutte AT swipnet DOT se>
Newsgroups: comp.os.msdos.djgpp
References: <6uAn3.7443$ip4 DOT 11733 AT nntpserver DOT swip DOT net> <379F2B95 DOT 13ED1EED AT pmail DOT net>
Subject: Re: Vsync!
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Date: Thu, 29 Jul 1999 01:42:26 +0200
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp
Reply-To: djgpp AT delorie DOT com

I mean that Vsync makes no difference... I get the exact same results when I
remove the vsync totally...

Knutte
Fredrick Backman skrev i meddelandet <379F2B95 DOT 13ED1EED AT pmail DOT net>...
>When you say "nothing seems to happen" do you mean there is no response
>whatsoever, e.g. no graphical output or anything, or did you mean to say
that
>vsync() does not seem to make any difference?
>
>
>Knutte wrote:
>
>> Hi
>> Ive just started to use DJGPP and Im "porting" my game written in Watcom
to
>> DJGPP. Everything works fine except that *nothing* seem to happen when i
use
>> vsync().
>> Can anyone help me with this ?
>>
>> My main gameloop:  (Its hardly optimized but i think you get the feel...)
>>   // Main Loop
>>
>>       while(!key[1]) // Release ESC-key.
>>                {
>>                     // Wait for vertical ReTrace.
>>
>>                 vsync();
>>                 rectfill(screen,xBoard,yBoard,xBoard+20,yBoard+50,0); //
>> Board
>>                 rectfill(screen,xBall,yBall,xBall+10,yBall+10,0); // Ball
>>
>>                   if(key[72]) yBoard-=5;
>>                   if(key[80]) yBoard+=5;
>>                   if (yBoard>=400) yBoard=399;
>>                   if (yBoard<=29)  yBoard=30;
>>                    // the ball
>>                   xBall=xBall+vxBall;
>>                   yBall=yBall+vyBall;
>>                   if (xBall<5) vxBall=5;
>>                   if (xBall>625) vxBall=-5;
>>                   if (yBall<35) vyBall=3;
>>                   if (yBall>434) vyBall=-3;
>>
>>                   // Draw screen
>>                   draw_sprite(screen, board, xBoard, yBoard);
>>                   draw_sprite(screen, ball, xBall, yBall);
>>                     }
>


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