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.
Search found 94 matches
- Sun Jul 19, 2020 12:45 pm
- Forum: 3DS Development
- Topic: How can I draw on both Screens with citro2d
- Replies: 5
- Views: 9361
- Sun Jul 19, 2020 11:45 am
- Forum: 3DS Development
- Topic: How can I draw on both Screens with citro2d
- Replies: 5
- Views: 9361
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: 23022
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 v1.6...
- Thu Jul 02, 2020 5:13 pm
- Forum: DS/DSi Development
- Topic: beginner's question on libnds
- Replies: 3
- Views: 11317
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 availa...
- Thu May 28, 2020 4:33 pm
- Forum: 3DS Development
- Topic: Off-screen targets cannot be cleared with C2D_TargetClear
- Replies: 4
- Views: 9957
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 s...
- Thu May 28, 2020 12:53 pm
- Forum: 3DS Development
- Topic: Off-screen targets cannot be cleared with C2D_TargetClear
- Replies: 4
- Views: 9957
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 t...
- Mon May 11, 2020 9:32 pm
- Forum: Announcements
- Topic: devkitA64 release 15 and friends
- Replies: 2
- Views: 20980
devkitA64 release 15 and friends
devkitA64 release 15 is now available via pacman . Use sudo (dkp-)pacman -Syu to update or sudo (dkp-)pacman -S devkitA64 to install. devkitA64 release 15 update gcc to 10.1.0 update newlib to 3.3.0 update gdb to 9.1 In addition, the following Switch related libraries have been updated: libnx v3.2.0...
- Sun Apr 05, 2020 2:15 am
- Forum: Announcements
- Topic: April 2020 Update - featuring a big surprise!
- Replies: 0
- Views: 17908
April 2020 Update - featuring a big surprise!
In light of the current human malware pandemic, devkitPro would like to remind everyone to stay safe at home in order to slow down the spread of the malware and protect those who are most vulnerable. It's time for an exciting brand new update to our set of tools and libraries. Today we are proud to...
- Mon Mar 30, 2020 12:00 pm
- Forum: Off Topic
- Topic: tutorial Devkitpro 3.0.3
- Replies: 1
- Views: 10560
Re: tutorial Devkitpro 3.0.3
Friendly reminder : Please note: This is the installer provided by devkitPro which installs and updates the tools and libraries we provide and support. devkitPro is an organisation and has no versions. The version number here refers to the installer and has no relevance to any of the toolchains or ...
- Sun Mar 22, 2020 1:59 am
- Forum: 3DS Development
- Topic: Im getting the "undefined reference to [i]function[/i] when using citro2d
- Replies: 4
- Views: 10399
Re: Im getting the "undefined reference to [i]function[/i] when using citro2d
A few things: When using citro3d or citro2d, you mustn't call the following functions; remove these calls: gfxFlushBuffers(); gfxSwapBuffers(); gspWaitForVBlank(); You're missing a call to C3D_FrameEnd(0) in your main loop. Place said function call after you're done drawing. The main loop should be ...