Search found 3 matches

by MJHomebrewer
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...
by MJHomebrewer
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...
by MJHomebrewer
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...