Search found 87 matches

by fincs
Sat Jun 05, 2021 12:53 pm
Forum: 3DS Development
Topic: Citro2d textures/vram/image-type/etc
Replies: 2
Views: 96

Re: Citro2d textures/vram/image-type/etc

Looking at the source code for "Tex3DS_SubTexture" makes it seem like it's just a struct that describes a region, is this correct? What's the purpose of then creating an 'image' from the texture (but not the target) using the subtexture info? Looking at the code in the linked post, it loo...
by fincs
Sat Jun 05, 2021 12:42 pm
Forum: 3DS Development
Topic: C2D_DrawRectangle set compositing OR "ClearRectangle" analog
Replies: 2
Views: 146

Re: C2D_DrawRectangle set compositing OR "ClearRectangle" analog

Hi, sorry for taking long to respond. I believe you submitted this question afterwards in the citro2d issue tracker. I'm reposting my answer here, where it really belongs: citro3d and citro2d are designed to be usable concurrently. In addition, citro2d does not alter alpha blending state in any way....
by fincs
Sun Dec 06, 2020 1:12 pm
Forum: Switch Development
Topic: How to detect system language?
Replies: 1
Views: 5104

Re: How to detect system language?

setInitialize/setGetSystemLanguage/setMakeLanguage/setExit should do the trick, I think.

https://github.com/switchbrew/libnx/blo ... #L865-L883

Also see how hbmenu does it: https://github.com/switchbrew/nx-hbmenu ... .c#L17-L21
by fincs
Mon Nov 30, 2020 12:49 pm
Forum: Switch Development
Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
Replies: 5
Views: 4332

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: 5111

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: 5111

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: 4332

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: 4332

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: 6919

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.