setInitialize/setGetSystemLanguage/setMakeLanguage/setExit should do the trick, I think.
https://github.com/switchbrew/libnx/blo ... #L865-L883
Also see how hbmenu does it: https://github.com/switchbrew/nx-hbmenu ... .c#L17-L21
Search found 94 matches
- Sun Dec 06, 2020 1:12 pm
- Forum: Switch Development
- Topic: How to detect system language?
- Replies: 1
- Views: 10878
- Mon Nov 30, 2020 12:49 pm
- Forum: Switch Development
- Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
- Replies: 5
- Views: 12749
Re: Legacy OpenGL code (glBegin/glEnd) on Switch
glRasterPos2i is indeed a problematic function in legacy GL, since there is no hardware accelerated support for it in certain modern GPUs such as the one the Switch uses. Under normal circumstances a GL implementation has to fall back on software rendering, which is what upstream mesa implements. Ho...
- Sat Nov 28, 2020 9:03 pm
- Forum: 3DS Development
- Topic: Completely new to 3DS dev... Cannot build 2d-shapes example?
- Replies: 3
- Views: 11517
Re: Completely new to 3DS dev... Cannot build 2d-shapes example?
I'm glad my pointers helped :)
3ds-examples contains examples for plain citro3d as well, of course.
3ds-examples contains examples for plain citro3d as well, of course.
- Sat Nov 28, 2020 5:11 pm
- Forum: 3DS Development
- Topic: Completely new to 3DS dev... Cannot build 2d-shapes example?
- Replies: 3
- Views: 11517
Re: Completely new to 3DS dev... Cannot build 2d-shapes example?
It looks like you didn't copy over the LIBS part of the Makefile.
libctru documentation can be found here: https://libctru.devkitpro.org/
citro2d documentation can be found here: https://citro2d.devkitpro.org/
Unfortunately no such reference exists for citro3d.
libctru documentation can be found here: https://libctru.devkitpro.org/
citro2d documentation can be found here: https://citro2d.devkitpro.org/
Unfortunately no such reference exists for citro3d.
- Fri Nov 27, 2020 12:49 pm
- Forum: Switch Development
- Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
- Replies: 5
- Views: 12749
Re: Legacy OpenGL code (glBegin/glEnd) on Switch
Since you're using SDL and not EGL directly, that means you're locked out of using legacy GL APIs (SDL2 does not support creating legacy GL contexts as far as I can tell). You'll have to switch over to using EGL directly, unfortunately.
- Thu Nov 26, 2020 8:47 pm
- Forum: Switch Development
- Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
- Replies: 5
- Views: 12749
Re: Legacy OpenGL code (glBegin/glEnd) on Switch
switch-mesa does support legacy OpenGL. The version of glad we package as switch-glad is only offered as courtesy so that most people don't need to do it on their own; but it is perfectly possible to generate a version of glad that loads an older version of OpenGL (select e.g. GL version 2.1 in Comp...
- Sat Oct 10, 2020 1:42 am
- Forum: GBA Development
- Topic: How to compile .cpp files?
- Replies: 2
- Views: 14598
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: 23589
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: 8035
- Sun Jul 19, 2020 1:53 pm
- Forum: 3DS Development
- Topic: How can I draw on both Screens with citro2d
- Replies: 5
- Views: 9721
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.