Search found 3 matches
- Thu May 11, 2023 4:30 am
- Forum: Switch Development
- Topic: In the DEKO3D TextureCube example, what's the proper way to render 2 cubes?
- Replies: 3
- Views: 4892
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 unifor...
- Mon May 08, 2023 2:08 am
- Forum: Switch Development
- Topic: In the DEKO3D TextureCube example, what's the proper way to render 2 cubes?
- Replies: 3
- Views: 4892
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 unifor...
- Sat May 06, 2023 7:08 pm
- Forum: Switch Development
- Topic: In the DEKO3D TextureCube example, what's the proper way to render 2 cubes?
- Replies: 3
- Views: 4892
In the DEKO3D TextureCube example, what's the proper way to render 2 cubes?
In the default program under the render function (Example04_TextureCube.cpp) you can see that it does the following under bool onFrame: transformState.mdlvMtx = glm::mat4{1.0f}; transformState.mdlvMtx = glm::translate(transformState.mdlvMtx, glm::vec3{0.0f, 0.0f, -3.0f}); transformState.mdlvMtx = gl...