Search found 5 matches
- Tue Jul 12, 2011 4:01 am
- Forum: Bug Reports
- Topic: CARD_Init() crash
- Replies: 2
- Views: 6021
CARD_Init() crash
CARD_Init() takes two parameters: the game code and the company name. The documentation reads: Performs the initialization of the memory card subsystem. Parameters: gamecode pointer to a 4byte long string to specify the vendors game code. May be NULL company pointer to a 2byte long string to specify ...
- Fri Jul 08, 2011 12:35 am
- Forum: Gamecube/Wii Development
- Topic: Precompute Display List Size
- Replies: 6
- Views: 8829
Re: Precompute Display List Size
Eh, I'd rather not playing guessing games. The GameCube has 24MB of RAM, and I don't want to fragment the heap unnecessarily. In fact, I'd like to have a fixed region of memory, say a few MB, and use that solely as a geometry cache in a streaming engine architecture. This means I will make 1 call to ...
- Sat Jul 02, 2011 10:54 am
- Forum: Suggestions and Feedback
- Topic: Make a GX_SetVtxAttrFmtv() with explicit count
- Replies: 0
- Views: 14128
Make a GX_SetVtxAttrFmtv() with explicit count
Right now, GX_SetVtxAttrFmtv() expects a terminating entry in the array to have GX_VA_NULL set. When the exact number of attributes is known, then you must allocate N+1 attributes structs just to set the N+1th one to GX_VA_NULL. Annoying and wastes memory. It would be much nicer if one could just ...
- Fri Jul 01, 2011 8:31 pm
- Forum: Gamecube/Wii Development
- Topic: Precompute Display List Size
- Replies: 6
- Views: 8829
Precompute Display List Size
Short story: I'd like to precompute the size of the display list so it is always the appropriate size given a static set of vertices and their format. The display list contains only vertex data, no state changes. I can't find any documentation on the proper way to compute a display list's size, so I ...
- Thu Jun 30, 2011 8:57 pm
- Forum: Gamecube/Wii Development
- Topic: GX Identity Matrix
- Replies: 0
- Views: 4251
GX Identity Matrix
I'm wondering why the identity matrix does not function on GC hardware. I've been testing in "Dolphin" emulator and I noticed that when I used an identity matrix for both the projection and the position matrix, I get a coordinate space similar to the NDC of OpenGL (-1,-1) to (1,1). The emulator ...