From: "Knutte" 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! Lines: 52 X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Message-ID: NNTP-Posting-Host: 212.151.243.51 X-Complaints-To: news-abuse AT swip DOT net X-Trace: nntpserver.swip.net 933205130 212.151.243.51 (Thu, 29 Jul 1999 01:38:50 MET DST) NNTP-Posting-Date: Thu, 29 Jul 1999 01:38:50 MET DST Organization: A Customer of Tele2 X-Sender: s-314852 AT d212-151-243-51 DOT swipnet DOT se 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); >> } >