Hardware Homebrew gpu render of a rpgmaker MZ game

thelaHunGinjeet

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hi

i need to port a rpgmaker MZ game, but switch dont have any player for MZ (yet), it actually launch via nx.js v1.0.0-beta.6. nx.js sdvertises webgl2, but getContext returns NULL both in title override and applet mode, webgl1 is not supported at all
so pixi.js falls back to canvasRenderer type=2 and the whole frame is rendered on the CPU (9 seconds per frame, lmao)
i made it to actually launch the game and be able to loadd title menu (up to 60 fps), but starting new game or loading existing save sends me to lot-of-hours render of a single frame
i already pre-scaled textures to lower size, it helped but, yeah, cpu is not a gpu
No direct way to enable GPU rendering from JS found — deko3d is a pure C API with no JS bridge.
Question for the forum: has anyone obtained a live WebGL2 context in nx.js on real hardware — what does it take ([renderer] config, mode, firmware/Atmosphere)?
 
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hope you succeed porting this. rpgmaker really need a port on switch.
i think its kinda possible with Brewser homebrew app, it supports webgl1 and webgl2 but i'm currently getting lot of errors and dont have time and not in liveable condition to work on that, so give it a try with brewser (its somewhere in this forum)
 
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