DrTwox Hi, thanks for answering my problem is I can not do what you've explained :D, I mean more or less I know the theory, in opengl could implement it, but do not know how to do it on wii XD, for example, How do I make a copy of the frame buffer in another texture? How do I apply some kind of threshold filter to the new texture? etc ... XD Could you show me some simple example orby copete23 - Coding
Hi, I hope someone can help me with this:) I am trying to create the famous bloom effect, something like this: The problem is that I have no idea how I could do in wii, I have experiment with the tev, but I got nothing : (. Does anyone have any idea how something like this could be implemented in wii? thanks :)by copete23 - Coding
ok, I see, i´ll try whith that. thanks technicby copete23 - Coding
ok, but for example in this case the two objects are transparent and are drawn at the end, like this: while(){ update_camera(); obj_floor(); obj_transparent1(); obj_transparent2(); render(); } If i have a lot of transparent objects, it is the same between them.by copete23 - Coding
Hi, I'm having some problems when using textures with transparency, the model looks good, transparent, but if I load another object then this happens: Does anyone know what I'm doing wrong? Thanks ! :)by copete23 - Coding
Hola, supongo que tendrás que ponerte en contacto con nintendo, pero no conozco la manera XD, Pero me parece que no es fácil que te den el kit, creo que tienes que cumplir unos requisitos, el primero es tener una empresa destinada a la creación de videojuegos, luego necesitas presentarles algún proyecto, y claro, les tiene que interesar, después si todo sale ok, ya te darían el kit, previo pago cby copete23 - Coding
Ok, I will experiment with this, thanks again shagkur :)by copete23 - Coding
Ops! I'm just using simple normals, GX_Position3f32(-1.0f,1.0f,1.0f); GX_Normal3f32(-1.0f,1.0f,1.0f); GX_TexCoord2f32(1.0f,0.0f); ...... .... Referring to GX_SetNumTexGens, XD I've forgotten, but in my code it is. To set binormals and tangents i do this?: GX_SetVtxDesc(GX_VA_NBT, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_NBT, GX_NRM_NBT, GX_F32, 0); And to draw tby copete23 - Coding
Hola, lo primero que tienes que hacer es descargarte el kit de desarrollo, si no lo tienes ya, en devkitpro.org, es un kit gratuito, y no es oficial, está creado por aficionados, asi que si lo que buscas es hacer algo comercial, tienes que pedirle el oficial a nintendo (te tienen que certificar). Por lo demás si no buscas hacer nada comercial, puedes encontrar tutoriales como te ha comentado aby copete23 - Coding
QuoteMichaelHi 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. XD it´s true sorry. shagkur , I tried it your example, and I have not managed to work well,by copete23 - Coding
Hi Michael, something is wrong, I might be forgeting something, when I put GX_SetTevOrder (GX_TEVSTAGE1, GX_TEXCOORD1, GX_TEXMAP1, GX_COLORNULL), shows me the map 0 ... What I try to do is a emboss mapping, using two textures, the first is the original texture, and the second the displacement map (gray scale) ... better show you what I have: GX_SetNumTexGens(2); // The simple map GX_Seby copete23 - Coding
Hi, the porblem is this, I have two textures GX_SetTexCoordGen (GX_TEXCOORD0. ..) and GX_SetTexCoordGen (GX_TEXCOORD1. ..) and what I try to do is, subtract the second texture from the first, in TEV, but i don`t know how. Does anyone have any idea how to do it? Thanks :)by copete23 - Coding
Thank you very much Michael, i'll have a look, but ugh, seems complicated XD.by copete23 - Coding
I get a more or less decent lighting using just one light (LIGHT0) using version 1.7.1 of libogc. This is the code: void luz1(Mtx view, f32 x, f32 y, f32 z){ GXColor color[]={ {255, 255, 255, 255}, // light color {80, 80, 80, 255}, // ambient color {255, 255, 255, 255} //difuse color }; GXLightObj obj_luz; Vector posicion; // vec of position Vector luz_dir; // direccby copete23 - Coding
hardware lighting doesn't work? do you mean, LIGHT0 , LIGHT1 ...?, sorry, but my English is a bit bad : ( Do you mean it does not work only with bump-mapping?, because I am using hardware lighting and work ok (i think). It is unfortunate that there is no example on how to implement bump-mapping on wii, if someone could give me some example on how to do, I appreciate it very much :)by copete23 - Coding
Hello, I would use bump mapping on wii, but do not know how the technique works in GX, Can anyone explain how to use bump mapping on wii, some example or something? thanks:)by copete23 - Coding
Hello, I have a question about how to use the Wiimote in a 3d environment, I want to do is move a camera in the xy position, according to the xy position wimote.The problem is how to adjust the position of the wiimote for a scenario of (for example) 10x10 px of diameter. Does anyone know how to fix this? thanks ;)by copete23 - Coding
Ok, with freespace I have already solved, and compiled, but shows many warnings, and some functions had to be changed ... yet I could not get any example to work, the screen displays black. Any version of Liboc is necessary in particular? I have 1.7.1.by copete23 - Coding
Thanks Michael i've tried, and I get this error: "SDL_glfuncs.h nosuch file or directory" I installed the latest version of SDL for wii, but the file SDL_glfuncs.h, is not included. ?by copete23 - Coding
But I mean libogc integrate it with the files I've downloaded, contains the files for inclusion in, libogc / include, and I guess you have to generate other files, and thrown in the "lib", but I can not compile .by copete23 - Coding
Hello, I recently Unloading the latest version of gl2gx, but I do not know how to install it on libogc :( , Can anyone explain to me how to install? thanks ;)by copete23 - Coding
Hi, this is my first contribution to the wii scene, had a game scheduled for nds, but not for wii, so I've decided to start with this little game. Komopong wii is a game based on the legendary pong, is a way for one player and one for two players, although in the future I would like to add more levels. The main novelty of this pong is to be controlled by moving the Wiimote XD also incorpby copete23 - Homebrew Applications