Homebrew [Question] Framebuffers and bgr images

Urbanshadow

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When I write directly with memcpy images to a screen framebuffer, should I expect alpha support for png images?
How am I supposed to play with multiple layered images? Should I use memcpy if I intend to work with sprites?

If double buffering is active image flickers but I'm writing the image in backbuffer every frame. Why?

Thanks in advance.
 
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Rinnegatamante

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When I write directly with memcpy images to a screen framebuffer, should I expect alpha support for png images?
How am I supposed to play with multiple layered images? Should I use memcpy if I intend to work with sprites?

If double buffering is active image flickers but I'm writing the image in backbuffer every frame. Why?

Thanks in advance.

3DS Framebuffers are BGR (so no alpha channel like PSVITA ones) and they are 240x320 and 240x400 (so they are rotated).
 

Urbanshadow

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3DS Framebuffers are BGR (so no alpha channel like PSVITA ones) and they are 240x320 and 240x400 (so they are rotated).
Ok... I am supossed to use an extra library to work with sprites, am I?
Already tried to use console mode after seting the image to framebuffer... no luck, image shows messed up.
 
Last edited by Urbanshadow,

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