This line is wrong. It is literally selecting the image at the position "numImages"; i.e. one after the last one (because image ids start at 0), which doesn't exist. I think you want it to be 0 instead of numImages.
Third party tutorials are almost certainly always outdated . 3DS homebrew has evolved a lot since 2015. A quick scan of the tutorial you linked to reveals references to many outdated practices and obsolete software that are very detrimental and harmful to your goal. It is recommended to delete every...
The Switch uses Horizon OS, a custom in-house Nintendo operating system with no relationship whatsoever to Linux or Unix in general. There is virtually no overlap with an off-the-shelf Jetson Nano running Linux. We only support Switch development on Horizon OS. Also, you don't need to flash anything...
Happy holidays in advance! Today we talk about the recently released and hotly anticipated major new libnx 3.0.0 release, with many sweeping changes and advancements including the brand new IPC interface as well as multithreaded filesystem and socket support. In addition, we present you devkitA64 r1...
Today we bring you an important update to libnx, which brings in 9.0.0 compatibility. This includes a fix that allows homebrew to process input on 9.0.0 and users are strongly advised to recompile all their projects . In addition, several libnx releases have gone unannounced, we therefore finally pr...
Just to clarify is a layer tied to a single native window, and what sort of non-normal layers are there (I see in code that there is a stray layer, but not sure what it is)? A native window is just an accesor object that allows users to present content to a layer. Applications only use regular laye...
The system only allows applications to create a single (normal) layer. There isn't really a windowing system on the Switch, layers created by applications are fullscreen. EGL also allows you to create OpenGL contexts without assigning a window surface IIRC (and you can switch between contexts using ...