The source code of the MTek-GDL library is now on Github to those who want to try out the most recent version of this library with new features, bug fixes, optimizations and syntax corrections not yet present in the official release packages of this library or to contribute to this library project to help improve it. The Wii library now supports USB keyboard and mouse input devices similar toby TheCodingBrony - Homebrew General
Well, I figured out how to do YUY2 to RGB conversion and it turns out that it isn't as good as doing an RGB capture from the GX as pixel colors appear to be bleeding into each other which is noticeable when you zoom into the image close enough. I think I'll just use this pixel reading method only when the GX is set to anti-aliased rendering. Here's some pseudo code on how to conby TheCodingBrony - Coding
I wanted to improve upon the gdl::SaveScreen() function of my MTek-GDL library where I wanted it to read pixels from an external framebuffer instead of the embedded framebuffer of the GX as it is much faster to read pixels from main RAM instead of peeking pixels from the GX and it allows me to take screenshots in anti-aliased mode as well. However, I've read that the pixel format of the eby TheCodingBrony - Coding
Eventually... The spanish example you provided demonstrates drop shadows if you really wanna know how to do it.by TheCodingBrony - Coding
Okay, I finally figured it out... Here's how you modulate a texture based on another texture's color intensities which is what I needed to do cel-shading with texture mapping: /* NOTE: Set a working light source so that GX_TG_SRTG will work correctly */ // Texture mapped with Cel-shading (using 2 TEV stages) GX_LoadTexObj(BarbTex.Texture.TexObj(), GX_TEXMAP0); // Load model textuby TheCodingBrony - Coding
That is just what I needed! I'll post a message once I figure out how to setup multiple TEVs which should be easier to figure out now that I have that precious bit of example code.by TheCodingBrony - Coding
I'm currently working on a test program that demonstrates environment mapping (such as chrome) and cel-shading through the use of Texture matrices and certain TexGen settings. I wanted to be able to render a texture mapped model with cel-shading through the use of the TEV to blend both textures together but I can't figure out how to do it properly at the moment. What I want to do isby TheCodingBrony - Coding
Well, I was finally able to get this test program to connect and download some data by following tueidj's advice and changing the port number to 80 instead of 8080 specified in my Connect() function. I'll update the code provided in the first post with the working version so that others can learn off of it when they're having similar issues. Thanks a lot guys! By the way tueiby TheCodingBrony - Coding
Oops, forgot to mention that... net_connect() is the one that kept failing. I had no issue resolving the host name and creating a socket.by TheCodingBrony - Coding
I'm working on this TCP client test program that tries to connect to a host name (www.google.com) and sends a GET request when a connection to it has been successfully established. So far, I only got the IP address resolving working but I cannot seem to connect to the addresses of the host name no matter what I do with my code. Is it because libogc is too crap to connect to a TCP server aby TheCodingBrony - Coding
Release 2.6 of MTek-GDL has been hastily released addressing a major bug with gdl::PrepDisplay() where it won't reset the projection matrix and low-resolution mode is completely broken when the console is set for progressive-scan mode. If you've already set-up Release 2.5 on your computer, just replace the include and source folders inside the mtek-gdl folder with the ones from Releaby TheCodingBrony - Homebrew General
Release 2.5 of MTek-GDL has been released! Some new features such as built-in mipmapped texture support, added project templates for CodeBlocks and the library had been overhauled and restructured so it can be compiled as a binary library. For more details on what has been added/changed since the last release, see here.by TheCodingBrony - Homebrew General
QuoteowenI've finally gotten a cancel to compile some of the samples so that they can easily be downloaded and run. Tried updating the wikipage but no luck. anyway here is the link to the download; ( 8md download ) Download added to the wiki page, this should help convince new users to get interested in using MTek-GDL.by TheCodingBrony - Homebrew General
Well, you could use the ffmpeg libraries from WiiMC but you'll have to wade through a lot of code and documentation to be able to play anything... I've tried porting an mpeg decoder library one time but it turned out to be way too complicated to port so I just gave up.by TheCodingBrony - Coding
I just recently found a bug in Release 2 (and possibly older) Wii version of this library where if you call the Put() function inside the gdl::SpriteSet class, it will either not draw the sprite properly or crash the system and halt to an exception screen. Hopefully, this is a very simple fix which will be described down below. Open up mtek-gdl/source/wii/mgdl-wii-sprites.cpp and head to lineby TheCodingBrony - Homebrew General
Release 2 of MTek-GDL has been released! For details on what has been changed since the last release, see here. Since the library is pretty much complete enough for most game projects, there will be no update of this library for a while as I need to work on actual game projects for now. If you've encountered any bugs or issues with the library, please report them in this thread and I'by TheCodingBrony - Homebrew General
In theory, it is possible to do Stereoscopic 3D on the Wii but it can get very intensive for the GX to process it which results to lower graphical performance depending on the complexity of the scene being rendered. In fact, the Gamecube (which the Wii was derived from) was originally going to have Stereoscopic 3D support but it was never used as it was too expensive for Nintendo to license theirby TheCodingBrony - Homebrew General
Minor Release 1.1 had just been released, here's the changelog: - Minor Wii library update. - Wii library documentation for gdl::Texture::ConvertRawImage() is now up-to-date (forgot about it in relese 1). - Corrected some entries in the Wii library documentation. Wii library v0.43b changes: - Made low-res mode more HDTV friendly by enabling interlace jitter when component cabby TheCodingBrony - Homebrew General
Okay, I stand corrected... I'll try to make the low resolution mode more HDTV friendly shortly. For now, I'll just continue testing this mode on a bunch of HDTVs and see if I could find one that rejects the mode.by TheCodingBrony - Homebrew General
Well, why don't you try using the low-res mode of this library yourself then? I'll just finish this debate off by saying that this library will override the viTVMode settings when low-res mode is enabled with VI_NON_INTERLACE while VI_PROGRESSIVE is what activates progressive scan mode, both modes are completely different. Here's the code that sets up low-res mode which was tby TheCodingBrony - Homebrew General
The Wii is not actually outputting full-on 240p/264p when using the low-resolution mode featured in this library. Instead, the video signal is still 480i/576i but without the interlace jitter caused by switching scanlines which eliminates interlacing and effectively halves the line count down to 240p. This is how many older game consoles such as the NES, SNES, Genesis, and many others output theiby TheCodingBrony - Homebrew General
I've already mentioned in the changelog that using non-interlaced low-resolution mode is always recognized as 480i/576i even though the actual video feed is 240p/264p like as if it we're an older game console. This is also the same video mode used in many official VC games and this mode still works fine with component cables.by TheCodingBrony - Homebrew General
Release 1 of the library had just been released which features some big improvements over the first New Year's eve release such as the inclusion of the Sprite Mapper tool to create TSM sprite map files for the the gdl::SpriteSet class, a non-interlaced low-res video mode for retro style games, and additional graphics examples plus a new mini-game to top it all off. Here's the changelby TheCodingBrony - Homebrew General
Without mipmapping, textures will look pretty bad when the polygon is far away as you can see: Not only does mipmapping improve texture mapping quality, it also improves rendering performance somehow when using the lowest anisotropy level that is.by TheCodingBrony - Coding
Well, I managed to figure it out myself with the help of some bits of code from the Wire 3D engine and some fiddling about with GX_InitTexObjLOD() which is the function for enabling mipmapping. To create mipmapped textures with gxtexconv, convert using the following parameters (color format can be any to your liking except color index formats): gxtexconv -i image.png colfmt=4 mipmap=yes mby TheCodingBrony - Coding
QuotefilfatWiinterSomthing has talked this and its a bug in GCC or Devkitppc. So nope i havent done anything wrong XD Sorry for bringing up this old thread but I don't think the linking problem is due to a bug with the compiler as I got a similar error when trying to link a library I wrote in C to a C++ project until I added extern "C" and placed my external function prototypes within it.by TheCodingBrony - Coding
What are the best options for gxtexconv when generating mipmapped textures and what additional texture parameters do I have to set to get mipmapping working on the Wii? I know I have to use GX_LIN_MIP_LIN and the textures must be a power of two but it didn't seem to work the last time I tried and I have no clue on how to do it properly. Also, what is the format of mipmapped textures exactby TheCodingBrony - Coding
Thanks to owen, I've discovered a bug regarding installing the associated libraries where you'll get a compile error with oggplayer... Fortunately, this bug is very easy to fix. Replace all the code inside /mtek-gdl/libs/wii/makefile with the following: LIBOGC_INC := $(DEVKITPRO)/libogc/include LIBOGC_LIB := $(DEVKITPRO)/libogc/lib/wii ARC := tremor/libvorbisidec.a HDR :=by TheCodingBrony - Homebrew General
I don't know where to post this library exactly but I think this is the most fitting section for me to post this on... But anyway, here's MTek-GDL which stands for Meido-Tek Game Development Library which is an object-oriented library for devKitPPC designed to simplify game and application development as it wraps and handles low-level graphics and sound functions for you in a muchby TheCodingBrony - Homebrew General
I'm referring to the framerate that Wii games run on which is the most important to consider (60FPS in NTSC & MPAL, 50FPS in PAL whether it is progressive or interlaced)... Please don't make things too complicated as it might confuse beginners.by TheCodingBrony - Coding