Search found 4 matches
- Thu Dec 03, 2020 11:06 am
- Forum: Switch Development
- Topic: How to detect system language?
- Replies: 1
- Views: 11951
How to detect system language?
Is there a way for a homebrew app to know which language the console is currently set to? I couldn't find anything in the examples or here on the forum.
- Sun Nov 29, 2020 11:47 am
- Forum: Switch Development
- Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
- Replies: 5
- Views: 14346
Re: Legacy OpenGL code (glBegin/glEnd) on Switch
Thanks, your suggestion worked just fine!
I'm still fighting some minor bugs, one of them seems to come from glRasterPos. I'm using GLAD for OpenGL 2.1 compatibility profile with all extensions, and have modified initEgl accordingly. Then I changed the EGL example to have only this GL code, which ...
I'm still fighting some minor bugs, one of them seems to come from glRasterPos. I'm using GLAD for OpenGL 2.1 compatibility profile with all extensions, and have modified initEgl accordingly. Then I changed the EGL example to have only this GL code, which ...
- Fri Nov 27, 2020 10:02 am
- Forum: Switch Development
- Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
- Replies: 5
- Views: 14346
Re: Legacy OpenGL code (glBegin/glEnd) on Switch
Thank you, generating a custom GLAD solved the compilation problems. However, I'm still stuck with unsupported functions at runtime. I ran a few lines of OpenGL code with GL_DEBUG_OUTPUT enabled, and this is what I get:
glEnable(GL_TEXTURE_2D); //GL CALLBACK: type = GL_ERROR, severity = 37190 ...
glEnable(GL_TEXTURE_2D); //GL CALLBACK: type = GL_ERROR, severity = 37190 ...
- Thu Nov 26, 2020 3:25 pm
- Forum: Switch Development
- Topic: Legacy OpenGL code (glBegin/glEnd) on Switch
- Replies: 5
- Views: 14346
Legacy OpenGL code (glBegin/glEnd) on Switch
Hello,
I'm trying to build an old game which is written using SDL and procedural OpenGL. I understand that switch-glad only supports OpenGL 4.3, without legacy APIs such as glBegin() / glEnd().
What options do I have, besides rewriting the game engine with VAOs/VBOs? Is there a reason why ...
I'm trying to build an old game which is written using SDL and procedural OpenGL. I understand that switch-glad only supports OpenGL 4.3, without legacy APIs such as glBegin() / glEnd().
What options do I have, besides rewriting the game engine with VAOs/VBOs? Is there a reason why ...