#143276 - Hyouko - Fri Oct 19, 2007 2:51 am
Hello, all; bit of a noob here, working on a simple-ish homebrew game with libnds and devkitARM. As I have some past experience with OpenGL, I figured I'd try to base my engine on that, and it's working well enough so far. I ran into the same z-fighting issue with depth-test that several others have come across in the past, and I've implemented a simple hack to get around it. Two questions regarding that: has anybody figured out a more elegant way to get around the depth test, and (if not) what's the smallest incremental change in depth that will register? (I'm presently using 1000th of a unit, which works, but some of the sprites are noticeably off by one pixel).
On a different note - can anybody recommend a decent Linux-based tool for saving DS textures? I'm currently using the psptex GIMP plugin, which can save to a 5551 raw format - it works, but I'd like to be able to use sprites with a proper alpha channel and take advantage of the smaller paletted texture formats available. I've found a tool from NomadTeam that could do this, but it's apparently Windows-only at present.
On a different note - can anybody recommend a decent Linux-based tool for saving DS textures? I'm currently using the psptex GIMP plugin, which can save to a 5551 raw format - it works, but I'd like to be able to use sprites with a proper alpha channel and take advantage of the smaller paletted texture formats available. I've found a tool from NomadTeam that could do this, but it's apparently Windows-only at present.