Search found 212 matches
- Thu Aug 11, 2011 10:40 pm
- Forum: DS/DSi Development
- Topic: Get nds file icon?
- Replies: 12
- Views: 17562
Re: Get nds file icon?
card.h
- Thu Aug 11, 2011 9:06 am
- Forum: DS/DSi Development
- Topic: How do you know when you run out of texture memory?
- Replies: 19
- Views: 17838
Re: How do you know when you run out of texture memory?
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...
- Mon Aug 08, 2011 6:47 am
- Forum: DS/DSi Development
- Topic: How do you know when you run out of texture memory?
- Replies: 19
- Views: 17838
Re: How do you know when you run out of texture memory?
1. you know how big your textures are
2. you know how much vram you allocated for textures
3. glTexImage2D has a return value
2. you know how much vram you allocated for textures
3. glTexImage2D has a return value
- Sat Aug 06, 2011 3:35 am
- Forum: DS/DSi Development
- Topic: new texture palette management bug
- Replies: 9
- Views: 13002
Re: new texture palette management bug
I checked in the updated grit and paletted_cube if you want to tinker around with my examples for any further research
- Thu Aug 04, 2011 5:57 am
- Forum: DS/DSi Development
- Topic: new texture palette management bug
- Replies: 9
- Views: 13002
Re: new texture palette management bug
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 ...
- Wed Aug 03, 2011 4:12 am
- Forum: DS/DSi Development
- Topic: new texture palette management bug
- Replies: 9
- Views: 13002
Re: new texture palette management bug
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...
- Tue Aug 02, 2011 5:58 am
- Forum: DS/DSi Development
- Topic: new texture palette management bug
- Replies: 9
- Views: 13002
new texture palette management bug
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...
- Fri Jul 15, 2011 6:41 pm
- Forum: devkitARM
- Topic: creating a very small basic rom (with no lib stuff)
- Replies: 6
- Views: 7591
Re: creating a very small basic rom (with no lib stuff)
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.
- Tue Jul 12, 2011 6:23 pm
- Forum: devkitARM
- Topic: How to create images usable by bmp2bin
- Replies: 1
- Views: 4111
Re: How to create images usable by bmp2bin
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 ...
- Tue Jul 12, 2011 6:19 pm
- Forum: devkitARM
- Topic: creating a very small basic rom (with no lib stuff)
- Replies: 6
- Views: 7591
Re: creating a very small basic rom (with no lib stuff)
Or use one of the several libraries out there which have already been written that can do this0xc0de wrote:@WinterMute
I don't think so, because then I have to write a fileloader that can
handle many different image files.