Search found 108 matches
- Sat Oct 10, 2020 1:42 am
- Forum: GBA Development
- Topic: How to compile .cpp files?
- Replies: 2
- Views: 31874
Re: How to compile .cpp files?
When you encounter this kind of error, it is suggested to run make clean prior to make, in order to clear out stale dependency tracking.
- Thu Jul 30, 2020 9:58 pm
- Forum: Announcements
- Topic: July 2020 updates - libctru, citro3d, citro2d
- Replies: 3
- Views: 31010
Re: July 2020 updates - libctru, citro3d, citro2d
Our official Docker images have now been updated with all the current packages as of July 30th 2020.
- Sun Jul 19, 2020 5:01 pm
- Forum: 3DS Development
- Topic: Is it possible to play a wav file or something like that?
- Replies: 1
- Views: 10033
- Sun Jul 19, 2020 1:53 pm
- Forum: 3DS Development
- Topic: How can I draw on both Screens with citro2d
- Replies: 5
- Views: 11787
Re: How can I draw on both Screens with citro2d
Nope, sorry. The console is really only meant to be used in quick prototype programs that are not interested in setting up proper rendering.
- Sun Jul 19, 2020 12:45 pm
- Forum: 3DS Development
- Topic: How can I draw on both Screens with citro2d
- Replies: 5
- Views: 11787
Re: How can I draw on both Screens with citro2d
You were both creating a rendertarget on the bottom screen *and* a console. Put the console on the other screen so that they don't conflict.
When using citro3d/citro2d, you must not use gspWaitForVBlank, as these libs automatically handle screen synchronization.
When using citro3d/citro2d, you must not use gspWaitForVBlank, as these libs automatically handle screen synchronization.
- Sun Jul 19, 2020 11:45 am
- Forum: 3DS Development
- Topic: How can I draw on both Screens with citro2d
- Replies: 5
- Views: 11787
Re: How can I draw on both Screens with citro2d
Can you post your code? Without it I can't diagnose or give you advice.
- Thu Jul 16, 2020 4:43 pm
- Forum: Announcements
- Topic: July 2020 updates - libctru, citro3d, citro2d
- Replies: 3
- Views: 31010
July 2020 updates - libctru, citro3d, citro2d
New month, new release cadence. Today we bring some much needed love to the 3DS in the form of updated development packages. Use sudo (dkp-)pacman -Syu to update or sudo (dkp-)pacman -S 3ds-dev to install.
libctru v2.0.0 - major release with many under the hood changes and improvements.
citro3d ...
libctru v2.0.0 - major release with many under the hood changes and improvements.
citro3d ...
- Thu Jul 02, 2020 5:13 pm
- Forum: DS/DSi Development
- Topic: beginner's question on libnds
- Replies: 3
- Views: 29489
Re: beginner's question on libnds
The DS's non-paletted bitmap modes only support RGB5551, with only 1-bit transparency. This means pixels are either fully opaque or fully transparent.
I think you might have to use the 3D engine with a texture in A3I5 or A5I3 format; however those are paletted formats with only 32 or 8 colors ...
I think you might have to use the 3D engine with a texture in A3I5 or A5I3 format; however those are paletted formats with only 32 or 8 colors ...
- Thu May 28, 2020 4:33 pm
- Forum: 3DS Development
- Topic: Off-screen targets cannot be cleared with C2D_TargetClear
- Replies: 4
- Views: 12723
Re: Off-screen targets cannot be cleared with C2D_TargetClear
Okay, I've looked at your problem and I've found the following issues:
Off-screen render targets must be created on VRAM. It looks like hardware clearing of render targets only functions properly when it's located within VRAM.
The off-screen render target was used completely uninitialized. I added ...
Off-screen render targets must be created on VRAM. It looks like hardware clearing of render targets only functions properly when it's located within VRAM.
The off-screen render target was used completely uninitialized. I added ...
- Thu May 28, 2020 12:53 pm
- Forum: 3DS Development
- Topic: Off-screen targets cannot be cleared with C2D_TargetClear
- Replies: 4
- Views: 12723
Re: Off-screen targets cannot be cleared with C2D_TargetClear
Hi,
You're not supposed to dynamically create and destroy render targets inside the main game loop, since that will cause synchronization problems with the GPU - in other words, your code may end up accidentally deleting resources that are still being used by the GPU (which executes in parallel to ...
You're not supposed to dynamically create and destroy render targets inside the main game loop, since that will cause synchronization problems with the GPU - in other words, your code may end up accidentally deleting resources that are still being used by the GPU (which executes in parallel to ...