Search found 83 matches

by fincs
Mon Nov 30, 2020 12:49 pm
Forum: Switch Development
Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
Replies: 5
Views: 194

Re: Legacy OpenGL code (glBegin/glEnd) on Switch

glRasterPos2i is indeed a problematic function in legacy GL, since there is no hardware accelerated support for it in certain modern GPUs such as the one the Switch uses. Under normal circumstances a GL implementation has to fall back on software rendering, which is what upstream mesa implements. Ho...
by fincs
Sat Nov 28, 2020 9:03 pm
Forum: 3DS Development
Topic: Completely new to 3DS dev... Cannot build 2d-shapes example?
Replies: 3
Views: 131

Re: Completely new to 3DS dev... Cannot build 2d-shapes example?

I'm glad my pointers helped :)

3ds-examples contains examples for plain citro3d as well, of course.
by fincs
Sat Nov 28, 2020 5:11 pm
Forum: 3DS Development
Topic: Completely new to 3DS dev... Cannot build 2d-shapes example?
Replies: 3
Views: 131

Re: Completely new to 3DS dev... Cannot build 2d-shapes example?

It looks like you didn't copy over the LIBS part of the Makefile.

libctru documentation can be found here: https://libctru.devkitpro.org/

citro2d documentation can be found here: https://citro2d.devkitpro.org/

Unfortunately no such reference exists for citro3d.
by fincs
Fri Nov 27, 2020 12:49 pm
Forum: Switch Development
Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
Replies: 5
Views: 194

Re: Legacy OpenGL code (glBegin/glEnd) on Switch

Since you're using SDL and not EGL directly, that means you're locked out of using legacy GL APIs (SDL2 does not support creating legacy GL contexts as far as I can tell). You'll have to switch over to using EGL directly, unfortunately.
by fincs
Thu Nov 26, 2020 8:47 pm
Forum: Switch Development
Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
Replies: 5
Views: 194

Re: Legacy OpenGL code (glBegin/glEnd) on Switch

switch-mesa does support legacy OpenGL. The version of glad we package as switch-glad is only offered as courtesy so that most people don't need to do it on their own; but it is perfectly possible to generate a version of glad that loads an older version of OpenGL (select e.g. GL version 2.1 in Comp...
by fincs
Sat Oct 10, 2020 1:42 am
Forum: GBA Development
Topic: How to compile .cpp files?
Replies: 2
Views: 1643

Re: How to compile .cpp files?

When you encounter this kind of error, it is suggested to run make clean prior to make, in order to clear out stale dependency tracking.
by fincs
Thu Jul 30, 2020 9:58 pm
Forum: Announcements
Topic: July 2020 updates - libctru, citro3d, citro2d
Replies: 3
Views: 5743

Re: July 2020 updates - libctru, citro3d, citro2d

Our official Docker images have now been updated with all the current packages as of July 30th 2020.
by fincs
Sun Jul 19, 2020 1:53 pm
Forum: 3DS Development
Topic: How can I draw on both Screens with citro2d
Replies: 5
Views: 1079

Re: How can I draw on both Screens with citro2d

Nope, sorry. The console is really only meant to be used in quick prototype programs that are not interested in setting up proper rendering.
by fincs
Sun Jul 19, 2020 12:45 pm
Forum: 3DS Development
Topic: How can I draw on both Screens with citro2d
Replies: 5
Views: 1079

Re: How can I draw on both Screens with citro2d

You were both creating a rendertarget on the bottom screen *and* a console. Put the console on the other screen so that they don't conflict.
When using citro3d/citro2d, you must not use gspWaitForVBlank, as these libs automatically handle screen synchronization.