QuotetueidjMost of it would require indirect texture support which is currently missing from libogc. libogc supports indirect texturing.by Michael - Homebrew Applications
Quotegave92 I found that the problem is the select() function (getpeername, ecc.. are not necessary): it returns "-22", perhaps it does not even exist on wii. Does anyone know a way to fix it? net_select() isn't implemented in libogc. The solution is to use net_poll(). tueidj posted some corrected poll constants for net_poll() in this message.by Michael - Coding
QuoteSo that means it doesn't really matter if you call exit() within your app, or just return from main. If you declare a C++ object locally (e.g. on the stack), when you call exit(), that object never goes out of scope. This means that object is never destructed. I think that's a big deal if you're doing something important in your destructors. I use exit() only when somethiby Michael - Coding
QuoteTheDrevUnfortunatly, With scanf or fgets I am using the AltGr key to 'submit' the input (the Return key do not submit, only add the scan code 13) This works as expected for me with scanf(). I type something in, hit return, and whatever I typed, is in my cmd[] array. The only difference I can think of is I'm using a different keyboard than you. If you want, post somewheby Michael - Coding
There's a problem in libwiikeyboard where pressing a modifier key (SHIFT, CTRL, etc) places a value in stdin. Here's the change I made to keyboard.c from libwiikeyboard to fix this: --- libwiikeyboard/keyboard.c.orig 2009-11-11 11:37:47.000000000 -0500 +++ libwiikeyboard/keyboard.c 2010-02-27 09:27:52.000000000 -0500 @@ -434,9 +434,10 @@ while (!_kbd_thread_quitby Michael - Coding
Take a look at the [pattern] format specifier in the newlib docs on scanf(). Here's an example that allows spaces and tabs: scanf("%31[0-9a-zA-Z \t]", cmd);by Michael - Coding
In end_state.cpp, change: void onOpen() {} void onClose() {} to: void EndState::onOpen() {} void EndState::onClose() {} See if that makes any difference. Michaelby Michael - Coding
You didn't declare a structure to hold the 4th controller's data: ir_t ir[3]; //<=== change 3 to a 4 for all of these orient_t orient[3]; vec3w_t accel[3]; gforce_t gforce[3]; Your 'active' pointer is never assigned to a valid address that I can see in your program. You need some place to store what active points to. I think I'd just make that a normal iby Michael - Coding
Hi copete23, You don't need this: GX_SetTevOp(GX_TEVSTAGE0, GX_REPLACE); GX_SetTevOp(GX_TEVSTAGE1, GX_REPLACE); Take a look at the source code for GX_SetTevOp() in gx.c. This function calls GX_SetTevColorOp() and GX_SetTevColorIn(), so you're undoing what you just setup.by Michael - Coding
Each TEV stage implements a blending equation (see the TEV patent). Something like this should work, but I didn't run any tests: /* Stage 1: read the 1st texture color and output to GX_TEVPREV */ GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLORNULL); GX_SetTevColorOp(GX_TEVSTAGE0, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_FALSE, GX_TEVPREV); GX_SetTevColorIn(GX_TEVSTAGEby Michael - Coding
Quotecopete23Can anyone explain how to use bump mapping on wii, some example or something? The following is the method I've tried and the one shown in figure 12 of the gamasutra article: You supply 3 normals (NBT) for each vertex and two textures - a ds/dt difference map and a light probe representing the diffuse lighting. You setup 3 TEV stages, where the first two look up the ds and dby Michael - Coding
I ran a similar test and I also see incorrect results. This looks like a bug to me.by Michael - Coding
VIDEO_WaitVSync() relies on VIDEO_Init() being called.by Michael - Coding
I used libogc from devkit r16/r15 and that was the SVN version. I don't really know much more about this library. I got interested in it to help someone else with a core dump a while back. As you're probably aware, gl2gx only implements the fixed function stuff from OpenGL 1.x. The newer shader languages aren't supported. Michaelby Michael - Coding
Try the SVN version, or download the source code w/ dependencies for Freespace2Wii. The porter of Freespace2Wii contributed the SDL integration and other improvements to gl2gx. Michaelby Michael - Coding
svn checkout gl2gx-read-only cd gl2gx-read-only/gl2gx/ make mv libogc/makefile libogc/Makefile make cp libogc/lib/wii/libgl2gx.a $DEVKITPRO/libogc/lib/wii cp -r include/* $DEVKITPRO/libogc/include That's all I had to do to install it. Note: the SVN is different from the download packages. If you don't like messing with your libogc dirs, you can install it anywhere you like,by Michael - Coding
The log file for speaker.c says 'added basic wiimote speaker support. playback doesn't work though'. Maybe you can get it working and submit a patch.by Michael - Coding
Quote2/ look in your code for occurences of the debug string Does your .dol contain this debug string (just a sanity check)? Which object file or library contains this debug string? Once you know which object file contains this debug string, you should be able to figure out how it's getting linked into your app by looking at make's output. To get make to show you more of what itby Michael - Coding
You're passing the flag SDL_INIT_CDROM to one of the SDL init functions, so the solution is not to pass it.by Michael - Coding
Try adding '-lstdc++' at the end of the libraries you link against.by Michael - Coding
Those missing functions are no longer found in libogc.a, but in gx.h. You need to either recompile your libwiisprite.a, or find one built with the current libogc.by Michael - Coding
What source file in SDL_mixer requires a C++ compiler?by Michael - Coding
Why is the user required to link against the SVN of libogc to begin with? That means as a library developer, who'd like to link my libraries alongside SDL-Wii, I have to constantly be following your lead and matching whatever SVN revision you're linking against, to avoid issues like this. I'm opposed to doing that as it can be a big waste of time, especially since the SVN can cby Michael - Coding
QuotelasouzeI think, but i'm not sure, Wii needed 4 GX_Normal3f32 Correct. Wii also expects the data in the order: position, normal, texture.by Michael - Coding
Apparently this has been resolved in the SVN version of this lib. Michaelby Michael - Coding
Oh, revision 8 :-) I've been following your WiiConnect project the past few months and I must have had your older source in my browser cache. There are two ways I see to get NULL back from readfromsocket(), either you run out of memory or net_read() returns a negative value indicating some error occurred. I would assume net_read() is the cause, but I would verify you're not gettingby Michael - Coding
On the first issue: char *http::readfromsocket(int bufsize,const int snum){ delete buffer; netstate = 4; buffer = new char ; ... The buffer pointer here points to garbage on the first call to this function. You likely want to set buffer to NULL in your constructor and check for it being NULL before you call delete (although you can safely call delete with a NULby Michael - Coding
None of the gcc/g++ -f<options> take a path to an include dir. It looks like maybe that -f should have been a -I, which would make more sense. Take a look at your Makefile, and see if there's a '-f' somewhere. Michaelby Michael - Coding
It sounds like you need to put the SDL porting on hold, and get your dev environment working better. I'd start by trying to compile simple programs you write. If those compile/link fine, then attempt to get SDL working. Here's a simple SDL main program you can use to check that you can compile and link SDL apps: main.c #include "SDL.h" int main(int argc, char *argv[]) {by Michael - Coding
When you run 'configure' on a Linux system, you'll get a working makefile for Linux. I just run that, take a look at the flags on the compile lines and the final link line. If you can't build on working platform, you'd have to dig into the autoconf/automake scripts. My makefile is just the template makefile from devkit pro + SDL + the few flags this game needs. Forby Michael - Coding