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 Forum: DS Development   Topic: Get nds file icon?

 Post subject: Re: Get nds file icon?
Posted: Thu Aug 11, 2011 10:40 pm 

Replies: 12
Views: 8593

card.h

 Forum: DS Development   Topic: How do you know when you run out of texture memory?

Posted: Thu Aug 11, 2011 9:06 am 

Replies: 19
Views: 7636

You can't tell much from how much memory your windows version uses in task manager. There may be many more things going on. I already told you how to know how much texture memory youre using (track it yourself). If you want to know how much ram is used then use: #include <malloc.h> mallinfo().uordbl...

 Forum: DS Development   Topic: How do you know when you run out of texture memory?

Posted: Mon Aug 08, 2011 6:47 am 

Replies: 19
Views: 7636

1. you know how big your textures are
2. you know how much vram you allocated for textures
3. glTexImage2D has a return value

 Forum: DS Development   Topic: new texture palette management bug

Posted: Sat Aug 06, 2011 3:35 am 

Replies: 9
Views: 7346

I checked in the updated grit and paletted_cube if you want to tinker around with my examples for any further research

 Forum: DS Development   Topic: new texture palette management bug

Posted: Thu Aug 04, 2011 5:57 am 

Replies: 9
Views: 7346

sure enough, that fixes it for all my cases. to be honest, I did not analyze what values should be stuffed into mb. I still dont understand how it gets used, but I thought I should indicate that the entire block (from the last starting point, up to the padded point, and then to the end of the newly ...

 Forum: DS Development   Topic: new texture palette management bug

Posted: Wed Aug 03, 2011 4:12 am 

Replies: 9
Views: 7346

there are still problems. after I cause the allocated address to get bumped up to the next alignment, subsequent textures get repeatedly loaded to that address. You'll see when I check in paletted cube. It is taking a while because it is part of a larger project to add texture support to grit. if yo...

 Forum: DS Development   Topic: new texture palette management bug

Posted: Tue Aug 02, 2011 5:58 am 

Replies: 9
Views: 7346

I have uncovered what I think is a bug in the new texture palette management. If you allocate some 2bpp textures, such that the next available address is halfway through the alignment block size for higher bitdepth textures, then the next allocated texture (of a higher bitdepth) will get allocated t...

 Forum: devkitARM   Topic: creating a very small basic rom (with no lib stuff)

Posted: Fri Jul 15, 2011 6:41 pm 

Replies: 6
Views: 3257

yes, i read your whole post. i thought you were creating a rom from a PC, and so it wouldnt matter what image loading library you used because any of them could be compiled on PC.

 Forum: devkitARM   Topic: How to create images usable by bmp2bin

Posted: Tue Jul 12, 2011 6:23 pm 

Replies: 1
Views: 1834

i wasnt able to find a single bmp that _doesnt_ work. you ought to share a broken bmp file for analysis (i am unlikely to get excited enough about this to go download the gimp). of course, i suspect you could use anything other than gimp to avoid the problem. I can tell you that tool doesnt support ...

 Forum: devkitARM   Topic: creating a very small basic rom (with no lib stuff)

Posted: Tue Jul 12, 2011 6:19 pm 

Replies: 6
Views: 3257

0xc0de wrote:
@WinterMute
I don't think so, because then I have to write a fileloader that can
handle many different image files.


Or use one of the several libraries out there which have already been written that can do this
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