Search found 10 matches

by barfoo34
Fri Sep 06, 2024 10:46 am
Forum: devkitPPC
Topic: Wii SDL Requiring OpenGX When OpenGL Disabled
Replies: 2
Views: 1027

Re: Wii SDL Requiring OpenGX When OpenGL Disabled

Hi Deltaresero, sorry for the trouble this caused, I obviosuly forgot to add some #ifdefs around the opengx stuff in the SDL1 code, I'll fix that. On the other hand, it's always recommended that you use the packages from the devkitPro repository (which, by the way, you probably haven't updated in a ...
by barfoo34
Sat Aug 31, 2024 7:16 pm
Forum: Gamecube/Wii Development
Topic: High CPU load causing screen tearing
Replies: 3
Views: 1739

Re: High CPU load causing screen tearing

Hi Yummt, this is the code we use in the Wii/GameCube SDL2 port: https://github.com/devkitPro/SDL/blob/ogc-sdl-2.28/src/video/ogc/SDL_ogcvideo.c#L341-L360 There are a few differences (like calling GX_Flush() after GX_Done()), but the main one is that we are calling GX_CopyDisp() on the same ...
by barfoo34
Mon Jul 01, 2024 7:51 pm
Forum: Gamecube/Wii Development
Topic: Some questions about endianness and rgb (Quake)
Replies: 2
Views: 4255

Re: Some questions about endianness and rgb (Quake)

I've been working on the QuakeGX port and ported over some features from better engines such as HLBSP, Skybox, Fog(I have a lot of questions about fog but I'll save that for later) and now I'm working on porting colored lighting. Nice! For fog, you might want to have a look at opengx, basic fogging ...
by barfoo34
Mon Jul 01, 2024 7:33 pm
Forum: Gamecube/Wii Development
Topic: Wii motion plus
Replies: 1
Views: 2385

Re: Wii motion plus

Hi! This might be totally unrelated to your problem, but I faced a similar issue with the nunchuck:
https://github.com/devkitPro/libogc/issues/166
by barfoo34
Wed Jun 26, 2024 6:18 pm
Forum: Gamecube/Wii Development
Topic: Help me understand texture mapping
Replies: 1
Views: 1384

Re: Help me understand texture mapping

Small update, just for completeness: there's no need to use a post-transformation matrix: the matrix I was storing in GX_DTTMTX0 can instead be multiplied with the first transformation matrix (the scaled modelview one) and the effect is exactly the same. Then I can use GX_SetTexCoordGen() instead of ...
by barfoo34
Wed Jun 26, 2024 5:02 pm
Forum: Gamecube/Wii Development
Topic: Help me understand texture mapping
Replies: 1
Views: 1384

Help me understand texture mapping

Hi all! I thought I understood the theory of how texture mapping works, but it turns out I don't. I'm trying to setup the TEV so that the texture drawn over a geometry is fixed to the screen pixels, that is the texels should map 1:1 to the screen pixels. Here's a screenshot of the desired outcome ...
by barfoo34
Sun Feb 04, 2024 7:22 am
Forum: Gamecube/Wii Development
Topic: SDL 1.2 without mouse emulation
Replies: 12
Views: 5362

Re: SDL 1.2 without mouse emulation

If using SDL2 is an option, then the Wiimote is supported as a mouse there.
by barfoo34
Sat Dec 23, 2023 8:00 pm
Forum: Gamecube/Wii Development
Topic: Accelerated blitting in SDL and framebuffer access
Replies: 1
Views: 2273

Re: Accelerated blitting in SDL and framebuffer access

Replying to myself: I've discarded the option of directly exposing the EFB, because -- for some reason I haven't yet understood -- it causes the Wii to lock up when writing more than a few pixels. A single pixel access works fine, but as soon as I start filling up some rects (let alone the whole ...
by barfoo34
Tue Nov 28, 2023 9:33 pm
Forum: Gamecube/Wii Development
Topic: Accelerated blitting in SDL and framebuffer access
Replies: 1
Views: 2273

Accelerated blitting in SDL and framebuffer access

Hi there! I'm playing with libSDL for the Wii/GC with the goal of implementing accelerated blitting. I'm making some changes to the pipeline (such as removing the flipping thread and using a pair of XFB, like GRRLIB does) while reading the GX documentation, and I got to a point where I have a choice ...
by barfoo34
Tue Jan 17, 2023 5:30 pm
Forum: GBA Development
Topic: Volatile now required for access to SRAM/VRAM unlike past versions
Replies: 3
Views: 7970

Re: Volatile now required for access to SRAM/VRAM unlike past versions

The "volatile" just tell the compiler that you must generate real load/store instructions. However,the compiler can still use any type of load/store instruction for performance as long as the result is consistent with the semantics expressed by the C code. So the problem here is not the behavior of ...