Because unfortunately I am not the administrator of the machine to which I have the most access and development time and thus I am unable to install another operating system. Thus my predicament. However, thank you for at least inquiring.by ArminTamzarian - Getting Started
Srsly? There are no other Mac-based Wii homebrew developers out there? *sads*by ArminTamzarian - Getting Started
Hey all. Been away from the scene for a while, and in the mean time I've been locked against my will into the world of OSX. It seems in my absence pretty much all support for emulators on the OSX platform has gone kaput, and as such I have no way of testing out the latest build of my libraries. Newest release of Dolphin doesn't have a Mac port. (Been waiting since nearly the 1st of tby ArminTamzarian - Getting Started
Okay, so I'm running into an issue with the development of one of my libraries and figured I may as wella sk ehre in case anyone else has the same question. So I have a memalign'ed buffer with pretty little RGBA8 format (or other) texture data. I create a GXTexObj and load the texture data into it with GX_InitTexObj. Next I load the texture object with GX_LoadTexObj and draw the textby ArminTamzarian - Coding
In case anyone is interested shagkur made another commit to the SVN repository yesterday which addresses the display list issue referenced above. I've run some tests and good news: It looks like Display Lists are finally working in libogc! :D Thanks to shagkur for his work on this issue.by ArminTamzarian - Coding
Okay, just completed some more testing and wanted to share my current... strange findings. I updated to the most recent SVN release, compiled, and compiled my test program. I'm getting another hanging problem, but this time in a new location. It appears that suddenly and without warning the call to GX_SetCPUFifo from within GX_BeginDispList is now causing the error. Specifically line 1295by ArminTamzarian - Coding
Okay, did a little bit of investigation. The code still appears to hang on the Wii hardware just as it does on the emulator. I did some testing against the trunk of libogc and found that the following code is causing the hang: static __inline__ void __GX_ResetWriteGatherPipe() { while(!(mfwpar()&0x1)); mtwpar(0x0C008000); } Since I'm not really sure what this code does I'by ArminTamzarian - Coding
QuoteBHSPitMonkeyQuoteArminTamzarianQuoteshagkurTested on native wii hardware? As in just testing the code on an actual Wii rather than an emulator. I think it was a "yes" or "no" question. :) I dunno, rather safe than sorry. I'm known for being overly wordy. :)by ArminTamzarian - Coding
QuoteshagkurTested on native wii hardware? As in just testing the code on an actual Wii rather than an emulator.by ArminTamzarian - Coding
Once again, can anyone confirm or deny the functionality of the GX_*DispList functions? I've still not been able to get these functions to- well... function at all.by ArminTamzarian - Coding
Okay, so I created a libogc project, imported the libogc trunk from SVN, compiled the project to a bleeding edge library, and tested the most recent changes. The result? Same as before. It seems that simply calling the GX_BeginDispList function causes the Dolphin emulator to hang. I have not had a chance to test the code on Wii hardware yet. Can anyone else confirm this?by ArminTamzarian - Coding
Fantastic news there shagkur. Any idea when the next release of devKitPro will include these changes?by ArminTamzarian - Coding
I'm interested in building up a graphics library for an upcoming project. However, for displaying the primitives I don't want to use the GP FIFO intensive direct drawing method and would instead like to use display lists to accomplish a higher theoretical primitive throughput. Now based on my knowledge of the GX_BeginDispList, GXEndDispList, and GXCallDispList functions my programs oby ArminTamzarian - Coding
I was on IRC for a few weeks when I was first getting into programming for the Wii, but now that I'm finding my way around pretty well and able to decipher most of the cryptic libogc calls I've been kind of a lone wolf. Chat for me is pretty unreliable, but feel free to e-mail me. If I can grab a decent timeframe before then I'll try and jump on IRC.by ArminTamzarian - Coding
mavakadachi: I've implemented your suggestion with the FreeTypeGX wrapper class (http://wiibrew.org/wiki/FreeTypeGX). The library buffers the rendered glyph textures and copies the textures for each string when necessary. As of 0.2.3 it also supports TypeType kerning support as well as some other features. I'm always looking for suggestions or help for further development if youby ArminTamzarian - Coding
Thanks GizmoTheGreen. Shows how up-to-date I am with the scene. Last time I checked Dolphin didn't have Wii support, but it looks like I have a new emulator to test under now other then gcube. Thanks to you too dhewg. I'll probably go ahead and install those libraries into by build path in case I ever want to go back and make my code cross-platform compatible.by ArminTamzarian - Coding
I'm currently doing some development for the Wii, but to develop my programs I write and test them on a Gamecube emulator and then recompile/extend for Wii system/controls. Now this has been all well and good for the Freetype development that I've done thus far since there exists a compiled library for both the Gamecube and Wii. However, since I'm looking to make the move into mby ArminTamzarian - Coding