From: Joshua Heyer Newsgroups: comp.os.msdos.djgpp Subject: Re: Scrolling+sprites Date: Wed, 19 Nov 1997 09:38:30 -0600 Organization: [poster's organization not specified] Lines: 36 Message-ID: <347307F6.44D00BEE@geocities.com> References: <3472EE16 DOT 41C6 AT cc DOT hut DOT fi> NNTP-Posting-Host: cronkite.means.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Ville Lundberg wrote: > > Hi! > When I found DJGPP and Allegro, I thought that NOW is the time to move > on to C from QBasic, so I'm quite new at this. But now I have a really > basic problem I just can't find an answer to anywhere else, so now I try > here: > In my game, the playground have to scroll while ca 15 sprites moves > around it. But when I do this, by mixing double buffering and Allegros > scroll_screen, the sprites flicker; they create "ghost" images, when > running across the scrolling screen. It'looks terrible. My game uses > ModeX and I use the following logic: > move sprites co-ordinates; > scroll_screen; > blit(background to buffer); > blit(sprites to buffer); > blit(buffer to screen); > This is how someone told me how to do it, but it still doesn't work. > I would be really glad if someone could help me, because the game is > almost ready otherwise. > > Thanks, > Ville Lundberg > > =-----= > Ville Lundberg @ Helsinki University of Technology, Department of > Materials Science and Rock Engineering. > vlundber AT cc DOT hut DOT fi www.hut.fi/~vlundber It seems to me that you are re-drawing the whole screen every frame anyway, but are also using ModeX hardware scrolling. This would be causing the flicker, because for a short time the old image would appear shifted & then the new image would appear. Try doing it without the hardware scrolling, else try vsync-ing. -- Joshua Heyer