Two screen fun

Published June 17, 2008
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Although today's picture may not show it well, lots of important progress have been made. The progress is as follows

-I am now able to display 2D backgrounds
-I can now map 2D coordinates using orthogonal view into DS GL
-Display on both screens at the same time is now possible.

So, without further ado, today's screenshot:



The dimensions of the small colored squares on bottom (3D) screen are 128x96, both in real world pixels and in in-program coordinates. So, what was the problem? Apparently DS's glOrtho and glVertex3f don't work as well as they should, and instead one has to use glOrthof32 and glVertex3v16. Good luck trying to guess that on your own.

That's it for today. Tomorrow, sprites!

PS: I took a look at another homebrew DS library, PA_Lib (I'm using libnds now). Apparently PA_Lib is in most areas WAAAAY higher level. It even has OOTB animated sprite support. Wonder if using them together would cause everything to explode. Though I'll try to keep to libnds for now, unless I'll encounter some inpenetrable wall.

PPS: Friend asked me today what does 'VERY MINIMAL' mean, regarding my previous post. Well, minimal particle engine is when you have only the functionality that your engine needs to run. Very minimal is when you fake that functionality so it more or less looks like it's working ;).
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Comments

Twisol
Looking good! *bookmarks*
June 17, 2008 08:17 PM
Twisol
Looking good! *bookmarks*
June 17, 2008 08:17 PM
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