OK I'm an idiot...
I added 2 lines that weren't on my first wide version, and that do that wierd zoom/cut on the screen :
GX_SetViewport(0, 0, GRRLIB_ScreenWidth, GRRLIB_ScreenHeight, 0.0f, 1.0f);
GX_SetScissor(0, 0, GRRLIB_ScreenWidth, GRRLIB_ScreenHeight);
These must keep the original width ...
Search found 4 matches
- Thu May 05, 2011 8:05 pm
- Forum: Gamecube/Wii Development
- Topic: Widescreen mode previouly working...
- Replies: 1
- Views: 4801
- Sun May 01, 2011 8:22 pm
- Forum: Gamecube/Wii Development
- Topic: Widescreen mode previouly working...
- Replies: 1
- Views: 4801
Widescreen mode previouly working...
Hi there.
I used to do some fake widescreen on a previous version on libogc.
It worked like that (GRRLIB stuff in it, as I submitted it to GRRLIB) :
//first
if (CONF_GetAspectRatio() == CONF_ASPECT_16_9) {
GRRLIB_ScreenWidth = 16.0f*((f32)rmode->xfbHeight)/9.0f;
}
...
//then
guOrtho(ortho, 0 ...
I used to do some fake widescreen on a previous version on libogc.
It worked like that (GRRLIB stuff in it, as I submitted it to GRRLIB) :
//first
if (CONF_GetAspectRatio() == CONF_ASPECT_16_9) {
GRRLIB_ScreenWidth = 16.0f*((f32)rmode->xfbHeight)/9.0f;
}
...
//then
guOrtho(ortho, 0 ...
- Wed Mar 02, 2011 3:04 pm
- Forum: devkitPPC
- Topic: tmpfile() always returns NULL
- Replies: 0
- Views: 4237
tmpfile() always returns NULL
Hi !
I'm trying to create a temporary file that I can read using fread.
The purpose of it is I already have functions to read certain types of files and now that I've packed them in one big file, I don't really want to make new functions to parse some char*.
Yeah call me lazy. :?
So I figured a ...
I'm trying to create a temporary file that I can read using fread.
The purpose of it is I already have functions to read certain types of files and now that I've packed them in one big file, I don't really want to make new functions to parse some char*.
Yeah call me lazy. :?
So I figured a ...
- Sat Jan 29, 2011 2:32 am
- Forum: Gamecube/Wii Development
- Topic: Specular light still buggy ??
- Replies: 9
- Views: 15321
Re: Specular light still buggy ??
Sorry for bringing that topic back from the dead !
Just like NoNameNo, I've tried to use GX_InitSpecularDir with GX_InitLightShininess.
I tried to look at Wiirrlicht source code, but you never use GX_AF_SPEC. I assume you found a workaround to render specular lights.
Anyway, the only thing that ...
Just like NoNameNo, I've tried to use GX_InitSpecularDir with GX_InitLightShininess.
I tried to look at Wiirrlicht source code, but you never use GX_AF_SPEC. I assume you found a workaround to render specular lights.
Anyway, the only thing that ...