Exemple #1
0
int main()
{
	

	
	InitGraphics();



	giftable.packet_count	= GIF_PACKET_MAX;
	giftable.packet			= &packets[0];



	

	InitSprites();

	

	

	while(1)
	{
		GsGifPacketsClear(&giftable);		// clear the area that we are going to put the sprites/triangles/....

		

		MoveSprites();
		DrawSprites(&giftable);				//add stuff to the packet area
	
		


		GsDrawSync(0);
		GsVSync(0);
		GsClearDrawEnv1(&draw_env);			// clear the draw environment before we draw stuff on it
		GsGifPacketsExecute(&giftable, 1);	// set to '1' becuse we want to wait for drawing to finish. if we dont wait we will write on packets that is currently writing to the gif
		
	}


	return 0;
}
Exemple #2
0
int main()
{
	

	InitGraphics();



	packet_table[0].packet_count	= GIF_PACKET_MAX;
	packet_table[0].packet			= &packets[0][0];

	packet_table[1].packet_count	= GIF_PACKET_MAX;
	packet_table[1].packet			= &packets[1][0];


/*
	// change Background color

	draw_env[0].bg_color.b = 255;
	draw_env[0].bg_color.r = 255;
	draw_env[0].bg_color.g = 255;

	draw_env[1].bg_color.b = 255;
	draw_env[1].bg_color.r = 255;
	draw_env[1].bg_color.g = 255;
*/	

	

	while(1)
	{
		active_buffer = GsDbGetDrawBuffer();

		GsGifPacketsClear(&packet_table[active_buffer]);		// clear the area that we are going to put the sprites/triangles/....

		

		MovePoint();
		DrawTriangles(&packet_table[active_buffer], active_buffer);				//add stuff to the packet area
	
		














		GsDrawSync(0);	//wait for the previous buffer to finish drawing
		GsVSync(0);

		//display the previous drawn buffer
		SelectDisplayContext(   GsDbGetDisplayBuffer()   ); //tell CRTC which context we want to see on our tv
		
		// clear the draw environment before we draw stuff on it
		ClearDrawingContext(active_buffer);
				
		GsGifPacketsExecute(&packet_table[active_buffer], 0); // '0' we dont have to wait because we have 2 buffers (GsDrawSync(0) will do the wait)
		GsDbSwapBuffer();
	}


	return 0;
}