Search found 6 matches
- Sun Dec 19, 2010 12:19 am
- Forum: DS/DSi Development
- Topic: Calllists vs glBegin/glEnd
- Replies: 6
- Views: 7872
Re: Calllists vs glBegin/glEnd
I'd consider just how much you're expecting from the DS. It'll take a lot from a fairly slow ARM9 to perform bone like animation (notice in DS games it's primarily a link-up of static meshes) in which case you animate these by having parent-child meshes and a matrix on each child to keep track of ...
- Sun Dec 19, 2010 12:13 am
- Forum: DS/DSi Development
- Topic: Shininess Table
- Replies: 1
- Views: 2937
Shininess Table
Hi guys,
I'm finding myself wanting to port a standard shininess exponent over to the shininess table, what's the formula I should be applying? (what does each location in the table represent - what are the lookup factors?)
Many thanks
I'm finding myself wanting to port a standard shininess exponent over to the shininess table, what's the formula I should be applying? (what does each location in the table represent - what are the lookup factors?)
Many thanks
- Sat Dec 18, 2010 2:12 am
- Forum: DS/DSi Development
- Topic: Help getting normals to display correctly
- Replies: 3
- Views: 4293
Re: Help getting normals to display correctly
Hi,
Problem solved,
The error was misleading, I had not correctly configured my lighting and so in an attempt to see a visual result I stuck with display list ordering that placed normals after vertices, but in exchange then when I fixed my lighting the results weren't showing.
So in short it's ...
Problem solved,
The error was misleading, I had not correctly configured my lighting and so in an attempt to see a visual result I stuck with display list ordering that placed normals after vertices, but in exchange then when I fixed my lighting the results weren't showing.
So in short it's ...
- Tue Dec 14, 2010 3:00 pm
- Forum: DS/DSi Development
- Topic: Help getting normals to display correctly
- Replies: 3
- Views: 4293
Help getting normals to display correctly
Hi guys,
I'm half way through writing an all in one image/FBX to xBGR16/NDS DisplayList converter tool, I have reached the point of testing a basic model so have create a simple cube in Maya and exported as an fbx and converted with my tool. I am able to then display the converted DisplayList on ...
I'm half way through writing an all in one image/FBX to xBGR16/NDS DisplayList converter tool, I have reached the point of testing a basic model so have create a simple cube in Maya and exported as an fbx and converted with my tool. I am able to then display the converted DisplayList on ...
- Sat Dec 04, 2010 5:16 pm
- Forum: DS/DSi Development
- Topic: Background API bug?
- Replies: 2
- Views: 3652
Re: Background API bug?
Arh should have known I'd overlooked something important.
cheers
cheers
- Mon Nov 29, 2010 9:24 pm
- Forum: DS/DSi Development
- Topic: Background API bug?
- Replies: 2
- Views: 3652
Background API bug?
Hi guys,
I've just been attempting to use 2D mode 5 on the sub video which should supply me with two ER backgrounds at location 2 and 3. My issue is that the map base which should be in 16k increments for a bit-mapped background is only moving up in the tiled 2k increment. As I'm limited to 32 ...
I've just been attempting to use 2D mode 5 on the sub video which should supply me with two ER backgrounds at location 2 and 3. My issue is that the map base which should be in 16k increments for a bit-mapped background is only moving up in the tiled 2k increment. As I'm limited to 32 ...