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 ...
Search found 10 matches
- Fri Sep 06, 2024 10:46 am
- Forum: devkitPPC
- Topic: Wii SDL Requiring OpenGX When OpenGL Disabled
- Replies: 2
- Views: 5743
- Sat Aug 31, 2024 7:16 pm
- Forum: Gamecube/Wii Development
- Topic: High CPU load causing screen tearing
- Replies: 3
- Views: 3860
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 ...
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 ...
- Mon Jul 01, 2024 7:51 pm
- Forum: Gamecube/Wii Development
- Topic: Some questions about endianness and rgb (Quake)
- Replies: 2
- Views: 6496
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 ...
- Mon Jul 01, 2024 7:33 pm
- Forum: Gamecube/Wii Development
- Topic: Wii motion plus
- Replies: 1
- Views: 4476
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
https://github.com/devkitPro/libogc/issues/166
- Wed Jun 26, 2024 6:18 pm
- Forum: Gamecube/Wii Development
- Topic: Help me understand texture mapping
- Replies: 1
- Views: 3772
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 ...
- Wed Jun 26, 2024 5:02 pm
- Forum: Gamecube/Wii Development
- Topic: Help me understand texture mapping
- Replies: 1
- Views: 3772
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 ...
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 ...
- Sun Feb 04, 2024 7:22 am
- Forum: Gamecube/Wii Development
- Topic: SDL 1.2 without mouse emulation
- Replies: 12
- Views: 9681
Re: SDL 1.2 without mouse emulation
If using SDL2 is an option, then the Wiimote is supported as a mouse there.
- Sat Dec 23, 2023 8:00 pm
- Forum: Gamecube/Wii Development
- Topic: Accelerated blitting in SDL and framebuffer access
- Replies: 1
- Views: 3122
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 ...
- Tue Nov 28, 2023 9:33 pm
- Forum: Gamecube/Wii Development
- Topic: Accelerated blitting in SDL and framebuffer access
- Replies: 1
- Views: 3122
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 ...
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 ...
- 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: 10673
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 ...