Search found 94 matches
- Fri Mar 22, 2024 5:55 pm
- Forum: 3DS Development
- Topic: Crash on Exit
- Replies: 2
- Views: 476
Re: Crash on Exit
C2D_SpriteSheetFree(entity[0].spritesheet); C2D_SpriteSheetFree(entity[1].spritesheet); C2D_SpriteSheetFree(GFX_1); C2D_SpriteSheetFree(GFX_2); This is a double free, because the entities's spritesheets are GFX_1/2 too. In your case, I would recommend that you manage the spritesheet lifetime separa...
- Sun May 07, 2023 11:49 am
- Forum: Switch Development
- Topic: In the DEKO3D TextureCube example, what's the proper way to render 2 cubes?
- Replies: 3
- Views: 4805
Re: In the DEKO3D TextureCube example, what's the proper way to render 2 cubes?
Hi there, The render function starts and ends a frame, as you can tell by the "acquireImage/presentImage" commands, so you are in effect rendering alternate frames with each cube. You need to change your program so that you upload uniforms, execute the render cmdlist, then reupload uniform...
- Sun Aug 28, 2022 11:35 am
- Forum: Gamecube/Wii Development
- Topic: Need help building with CMake
- Replies: 4
- Views: 6938
Re: Need help building with CMake
You just need to execute it directly, like this, within the msys2 shell:
Code: Select all
/opt/devkitpro/portlibs/wii/bin/powerpc-eabi-cmake -S . -B build
- Sat Aug 27, 2022 12:56 pm
- Forum: 3DS Development
- Topic: Problems with IBO - Citro 3d
- Replies: 1
- Views: 4533
Re: Problems with IBO - Citro 3d
You correctly copied your indices_list to a new buffer in linear memory, but then forgot to actually use it in C3D_DrawElements.
- Sun Aug 21, 2022 2:02 pm
- Forum: Gamecube/Wii Development
- Topic: Need help building with CMake
- Replies: 4
- Views: 6938
Re: Need help building with CMake
CMake toolchain files can't be used with include(), instead they should be passed from the command line as a special argument. We offer a wrapper script around cmake that automatically does this: /opt/devkitpro/portlibs/wii/bin/powerpc-eabi-cmake. After removing the extraneous include line, and addi...
- Sun May 29, 2022 8:10 pm
- Forum: 3DS Development
- Topic: DevilutionX performance degradation
- Replies: 2
- Views: 4587
Re: DevilutionX performance degradation
A fix for this issue has been rolled out. You can run (sudo) (dkp-)pacman -Syu to pull the latest packages.
- Sat Jun 12, 2021 3:52 pm
- Forum: Announcements
- Topic: June 2021 Updates
- Replies: 10
- Views: 36743
libnx v4.1.0
After tons of bikeshedding, we finally present the new version of libnx, v4.1.0, with improved support for Horizon version 12.x.x!
With special thanks to ndeadly for their work on the bluetooth service wrappers.
Detailed changelog
With special thanks to ndeadly for their work on the bluetooth service wrappers.
Detailed changelog
- Sat Jun 05, 2021 12:53 pm
- Forum: 3DS Development
- Topic: Citro2d textures/vram/image-type/etc
- Replies: 2
- Views: 6156
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...
- Sat Jun 05, 2021 12:43 pm
- Forum: 3DS Development
- Topic: Possible bug with C2D_DrawLine?
- Replies: 2
- Views: 5493
- Sat Jun 05, 2021 12:42 pm
- Forum: 3DS Development
- Topic: C2D_DrawRectangle set compositing OR "ClearRectangle" analog
- Replies: 2
- Views: 6601
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....