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DS development > 3D QUAD_STRIP & TRIANGLE working on DS but not on emu...

#144333 - Noda - Wed Oct 31, 2007 6:31 pm

Hello!

It seems that I've found some flaws on the 3D part of no$gba: I've ported the gluSphere() openGL function to the DS, and it's working fine on the real thing.

But on no$gba the part drawing the GL_QUAD_STRIP makes the emulator have a fatal error :/

And concerning the GL_TRIANGLE, the behavior seems wrong on some parts: in a given situation, drawing the triangle anti-clockwise display nothing (wheras drawing it clockwise is working well), but on the DS hardware it's the exact opposite.

I'm not sure how I should give the report to the no$gba emu author, so I posted here to get advices.

Thanks

(Note: the display of the model is correct with latest version of iDeas, but iDeas doesn't like 3D of 2 screens as it's flickering like hell... and DeSmume display garbage)

#144334 - Mighty Max - Wed Oct 31, 2007 6:46 pm

http://nocash.emubase.de/email.htm

Martin is allways happy if he gets bug reports from programmers :D
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GBAMP Multiboot

#144335 - Noda - Wed Oct 31, 2007 7:17 pm

I'll try to make a good report then ;)

Thanks

#144783 - Noda - Wed Nov 07, 2007 2:47 am

Huh, problem, the email given (the one "crypted") is not working :/

#144794 - Lino - Wed Nov 07, 2007 4:46 am

Noda wrote:

(Note: the display of the model is correct with latest version of iDeas, but iDeas doesn't like 3D of 2 screens as it's flickering like hell... and DeSmume display garbage)


Can you send me your demo? With source code:) if it's possible. Thanks

#144796 - Noda - Wed Nov 07, 2007 5:44 am

Hello, great to see you here!

Concerning the flickering (I think that's what interest you ;)), I've simply done it by using the uLib.

Check the example 6 of the uLibrary, it gives exactly the same result (flickering on bottom screen)

http://brunni.palib.info/new/index.php?page=ndssoft_ulib

Also, I didn't found an option in your emu to make it run at the actual DS speed? (it's running faster than a real DS on my pc, with "increase speed" to normal...)

Thanks you for your interest ;)

#144797 - Lino - Wed Nov 07, 2007 6:22 am

Example with CBall.cpp?

Quote:


Also, I didn't found an option in your emu to make it run at the actual DS speed? (it's running faster than a real DS on my pc, with "increase speed" to normal...)


You can set the frames skip to Auto. You can set, it's better, Syncronize in Audio plugin, but if there isnt audio...:)

#144798 - Noda - Wed Nov 07, 2007 6:44 am

Yes that example ;)

Even with the frameskip on "auto" I get ~80-90 fps ;)

#144799 - HyperHacker - Wed Nov 07, 2007 7:30 am

Lino wrote:
Example with CBall.cpp?

Quote:


Also, I didn't found an option in your emu to make it run at the actual DS speed? (it's running faster than a real DS on my pc, with "increase speed" to normal...)


You can set the frames skip to Auto. You can set, it's better, Syncronize in Audio plugin, but if there isnt audio...:)
...then you could output very very quiet random tones.
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I'm a PSP hacker now, but I still <3 DS.

#144800 - Lino - Wed Nov 07, 2007 7:46 am

Quote:

Even with the frameskip on "auto" I get ~80-90 fps ;)

hmm.. there is no control ;)

HyperHacker wrote:
then you could output very very quiet random tones.


What? pcm?