Well, there's actually a game engine available for Wii homebrew. It's still under development but at least it can be usefull to illustrate how that stuff work. It's called Revolution Engine, you can search it on wiibrew wiki or, if you want and it's not considered spam, I can post the link.by technik - Coding
Yes, I mean LIGHT0, LIGHT1, etc... so you're using hardware lighting and it works properly in the current version of LibOgc??? oh please, could you show me an example of that??? because I'm very frustrated trying to make lights work but all I get is bad lighting. When I use lights all i get is full lighted vertices and non-lighted vertices, there is no intermediate result, and I thouby technik - Coding
It's kinda complicated. You have to give nprmal coordinates in tangent bitangent space, give a diferential map to the system, etc... but the big problem is that normal mapping requires hardware lighting, and as far as I know hardware lighting doesn't work anymore.by technik - Coding
I've been using sscanf to get content from strings and never had any problem...until now. The problem only appears to be there when I try to read u8 from the string. Instead of storing the value in the destination value, sscanf stores it back in the begining of the string. For example: I have the string buffer = "17 1" and call sscanf(buffer, "%hhu %hhu", &type, &version); then all I getby technik - Coding
there are about 8 nehe tutorials translated into GX in the examples folder of libogc. They might be useful. However, remember that lighting doesn't work properly in those examples. And if you want to get more advanced, you can take a look into Revolution Engine's source code.by technik - Coding
Ok, perfect, I've downloaded a libogc version from february, but does anyone know how i can get an older one? thanks in advanceby technik - Coding
I've been thinking about the problem of broken hardware lights and i have a couple of ideas, but I need a bit of information before I can go on with my researching. The problem is that hardware lights doesn't work right now in homebrew, they don't even work in devkitpro examples, but they did work one year ago, so these are my two theories: -First possibility: GX have been modifiby technik - Coding
Few months ago I coded a Hardware lighting test using GX library and it worked pretty well. It was so easy that I erased the project and just kept the screenshots. But now I want to add that feature to my engine and find it imposible to properly set Lighting. I thought it was because I made some mistakes, but now I doubt it. Why? well, after trying many different variations of my code I decided tby technik - Coding
The network alredy works now you just have to make the game hahaby technik - Coding
The problem of revolution engine is, as you said, documentation. v0.4 is still alpha and there is almost no documentation. I'm working on it, and am preparing a few short examples demonstrating the basic tasks (creating objects, cameras, lights) that I spect to release among this week. However, for more information you can post on revolution engine's forum (or even in this forum) and Iby technik - Coding
This is what I use to access system clock: current_time = (f32)(ticks_to_millisecs(gettime()));by technik - Coding
Hi again, I think i've figured out what the bug is. I need some time to make some tests and re-upload it to the server. By the way I think you can just add this line after creating the panel: IR_POINT->Visible = 1;by technik - Coding
Hi! I think we've found a bug in Rev 0.3 those two lines should work fine. I'm right now trying to find the problem, I'll edit this post soon, when I find it so you can either repair it by yourselves or re-download it. Sorryby technik - Coding
There is a library for rendering 3D scenes It's still buggy and pretty basic but it works It's revolution engine, you can check it here it lets you creating textured objects in 3D space and playing around with them (moving, rotating, ...) Version 0.4 is suposed to be released this summer, but by now you can use 0.3 However, if you don't want to use the library, you can check iby technik - Coding
Ok, I'm sorry, this is my fault In 0.3 addObj() is automatically called everytime you create a new object, so you must not call it again or it will create a self refencing object and the render queue will never find an end. This will cause the wii hanging. So just do: OBJECT* LAND = NewObj(TERRAIN, SURFACE, NULL,(Vector){0.0, 0.0, 0.0}, (Vector){0.0, 0.0, 0.0}, VISIBLE); without:by technik - Coding
the litt mistake is just a typing mistake I made when copying the code. The original code actually compiles, links and runs properly on my wii. The problem is that lighted surfaces seem to have just two states: on and off. I mean, surfaces can be full lighted or non-lighted at all. There is no kind of middle state, there is no shading. For example when I put a sphere and light it, no matter the sby technik - Coding
I think there is another possible translation You make some codes->you write code You are at the Open The File->you don't know how to execute it It Reads all of the lines->it compiles without errors if it's so, then steps are: You write the code You compile the code into a boot.dol file You copy the dol into your SD at apps/yourAppName You launch your project from homby technik - Coding
Hi, I'm modifying the light system of revolution engine to hardware in order to improve performance, but it isn't working and i can't find what I'm missing. This is what I do to create a Light GXLightObj lit; GX_InitLightColor(&lit, color); GX_InitLightShininess(&litt, 1.0f); Then, every frame I do this guVecMultiply(cam, &litDir, &pos); GX_InitSpecularDirv(by technik - Coding
Don't have time to write a demo right now, but you can see how it works in Revolution engine source. See REV_Process() and REV_Render() at REV.c to figure out how it works. if you have any doubt, I'll try to answer as fast as possible.by technik - Coding
GX_LoadTexObj() despite what the name suggest, that function doesn't actually load the texture into memory, just says what loaded texture you're using at some given time. So the way to use it is loading your textures into memory with some image library (such as pngu) create and init a GXTexObj for each and switch between them with GX_LoadTexObj() as needed. Hope that helpsby technik - Coding
Actually you don't need them for a statement, but i think that GX_Position3f32 was an inline, so it may be threated as more than one statement.by technik - Coding
I'm cleaning up the code of the new version of revolution engine and sometimes i get code-dumps that i have no idea where come from. So i have decided to use GDB for debbugging thos codedumps but actually I don't know how to do that. I'm on windows and have installed the full devkitpro so gdb must be installed, right? Then, how do i run it?by technik - Coding
Hi, I'm making a model viewer for Revolution engine And I'd like to add the posibility to liad models from Wifi. The Idea is to use Wiiload on the PC side, but honestly, I have no Idea on the Wii side of the connection. Where should I start?by technik - Coding
Are you sure that new aligns your texture to 32 bits? I think it doesn´t, you'd better look for some equivalent.by technik - Coding
Ops, I didn't remember that. Using GX you can dissable writting to the Z buffer just using GX_SetZMode (GX_FALSE, GX_LEQUAL, GX_TRUE); I know there is some way to keep reading from it while not writting but I don't use it because it fakes transparency. In real life seen transparent object A behind B looks different from seeing B behind A. So writting independently from the Z order proby technik - Coding
I'm not sure I understood what you say but I'll try to answer This is what I use for setting up a simple 2D layer: guOrtho(perspective,0,480,0,639,1.0,300.0); GX_LoadProjectionMtx(perspective, GX_ORTHOGRAPHIC); As you can see, the order of arguments is slightly different from what you use. Once you fix that you can start thinking about the problem about the scroll. Remembeby technik - Coding
Answer one: Could you post the code you have written for transparency? You could take a look at revloution engine 0.3's source. It uses transparency for objects (Thought with some little bugs) By the way, I can tell you what I'm doing in revolution engine 0.4 for transparency: There are two types of transparency: Object transparency (applies to the wole object) or texture transpaby technik - Coding
Yeah...I'm sorry I've been offline, but I had problems with my ISP. Now I have news: First, the issue with the makefile...it's extrange because it doesn`t give me errors...I'll try changing it. Thanks for the report Second, I'm building the website Up, uploading tutorials, creating the gallery, etc...you can see at Revolution Engine Third, I'm already working onby technik - Homebrew Applications