- Added gl[Get/Set]ActiveTexture() for Stencil FX (See Sprites example)
Added uoff and voff to glSpriteOnQuad for more FX
Changed Sprite Examples
Search found 84 matches
- Sat Apr 02, 2011 3:49 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
Update 04/02/2011
- Mon Feb 28, 2011 8:00 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
glLoadTileset() can load single tiles. Just use the same tilesize and bmpsize in your parameters and it would load a single tile.
You can use the returned textureID to delete your textures at runtime. ie. Dynamic textures.
You can use the returned textureID to delete your textures at runtime. ie. Dynamic textures.
- Wed Feb 23, 2011 2:44 pm
- Forum: DS/DSi Development
- Topic: create 3d and include
- Replies: 61
- Views: 163230
Re: create 3d and include
work through the nehe examples first. hm okay I will do this. How is it possible to animate the models? I mean when I load a mesh it is static and not formable. Do I have to code the polygons and vertexes and change the positions of them to animate something, isn't there no better way? That's about...
- Wed Feb 23, 2011 6:26 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
Very interesting discussion: I´m getting lost Just a small question to the authors: To put sprites at different depths I asume you just has to say glTraslate(0,0, whateverZyouwant); glSprite(...) Am I right??? No. Depth management is handled automatically by the library. Just call glSprite() and yo...
- Sun Feb 20, 2011 5:13 pm
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
if GL2D gets integrated, I'll prolly just keep glSprite() for speed, and do a glSpriteRotateScale() that can be a generic function for all sprite needs so as not to pollute the global namespace.
What do you guys think?
What do you guys think?
- Fri Feb 18, 2011 2:45 pm
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
Enay: LibNDS 1.5.0 can do dynamic textures. Just glDeleteTexture() when you want to unload it. Then do a glLoad[Sprite/Tile]set() after that to load another texture. Should work as long as you have enough VRAM allocated for textures. BTW, pls. vote on the poll WM added. edit: Could we have a look-se...
- Fri Feb 18, 2011 8:40 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
Aaaah, no. That might explain everything ;) [edit]Updated! Looks like the GL2D library has changed a bit to do with pallettes so I need to modify my source code. By the way Relminator I've also just reminded myself of something, in the features list you mention that this library supports 'alpha' bu...
- Fri Feb 18, 2011 3:24 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
Yo, Enay. I have just updated the lib. See if it fixes some of the issues you posted.
Better Docs too.
;*)
Better Docs too.
;*)
- Sat Feb 05, 2011 3:28 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
For primitives, there's really no way to have a memleak as they don't allocate stuff. I fact even the glSprite routines never allocate anything so memleak should not be an issue.
I'll look into it. I may have uploaded an older build.
I'll look into it. I may have uploaded an older build.
- Fri Feb 04, 2011 5:37 am
- Forum: User Contributions
- Topic: Easy GL2D
- Replies: 56
- Views: 275317
Re: Easy GL2D
Yep:
Just ad that code and your done.
Enay, thanks for the heads up. I'll fix it.
Code: Select all
vramSetBankE(VRAM_E_TEX_PALETTE);
Enay, thanks for the heads up. I'll fix it.