I want to draw on both screens with citro2d but when I do the bottom screen is very buggy and picture gets duplicated and only the half get drawn.
The top screen works fine
Sorry for my bad english
How can I draw on both Screens with citro2d
Re: How can I draw on both Screens with citro2d
Can you post your code? Without it I can't diagnose or give you advice.
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Re: How can I draw on both Screens with citro2d
Never mind I found the problem: consoleInit(GFX_BOTTOM, NULL);
but idk why this was the problem
This was the code
but idk why this was the problem
This was the code
Code: Select all
#include <citro2d.h>
#include <3ds.h>
int main(int argc, char* argv[]) {
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
consoleInit(GFX_BOTTOM, NULL);
C3D_RenderTarget* bot = C2D_CreateScreenTarget(GFX_BOTTOM, GFX_LEFT);
u32 clear_color = C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f);
while (aptMainLoop()) {
gspWaitForVBlank();
hidScanInput();
u32 kDown = hidKeysDown();
if (kDown & KEY_SELECT)
break;
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(bot, clear_color);
C2D_SceneBegin(bot);
C2D_DrawRectSolid(0, 0, 0, 40, 40, C2D_Color32f(1, 1, 1, 1));
C2D_Flush();
C3D_FrameEnd(0);
}
C2D_Fini();
C3D_Fini();
gfxExit();
return 0;
}
Re: How can I draw on both Screens with citro2d
You were both creating a rendertarget on the bottom screen *and* a console. Put the console on the other screen so that they don't conflict.
When using citro3d/citro2d, you must not use gspWaitForVBlank, as these libs automatically handle screen synchronization.
When using citro3d/citro2d, you must not use gspWaitForVBlank, as these libs automatically handle screen synchronization.
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Re: How can I draw on both Screens with citro2d
Is it possible to uninitialize the console, use it for citro2d and back on
Re: How can I draw on both Screens with citro2d
Nope, sorry. The console is really only meant to be used in quick prototype programs that are not interested in setting up proper rendering.
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