I am not sure if you already discovered this but intellisense really does not like if you add "#define <3ds.h>" as the first include in a .c file (.cpp works fine). it seems that it gets confused when it sees __attribute__ in 3ds/svc.hI see. I'll look into those.
As for the ctrulib and the devkitpro version of ctrulib, I recalled WinterMute and others are looking into updating the package a bit, so I didn't include a link to update the ctrulib or so in the guide.
Like you said, subdirectories don't need to be included. But I'm certain you don't need the C++ and C++/5.3.0 top level directories in your include paths. By default, those directories are subdirectories of the arm-eabi-none/include directory, which is what you have.
Also, that Visual Studio screenshot was done on a brand new project. I didn't bother to remove the Windows includes because that was done in a rush.
The screenshots are to demonstrate that you only need a minimum total of 2 include paths to get a project to work with IntelliSense / Content Assist. (Aside from the default Windows include paths, those are unnecessary.)
Sorry but I've been trying to learn lighting and having more than one scene for the guide and get OBJ/FBX files loaded by writing a simple parser anyone can use. I don't know of a simpler way or storing vertex buffer data at the moment but I can probably see what I can do.@kprovost7314 You were playing around with citro3d for a while. Perhaps you can help me on this. Do you know a better way of storing vertex buffer data of vertices, instead of having a static constant array of vertices up in the header file?
This is easy. Just use some library to load model files of your choice(just search on Github). Use the data you've got to calculate the size of a second buffer(in linear memory) and fill it with the data you've got from the library in the format the GPU is configured to read(e.g. instead of seperate buffers interlaced data). Et voilà, you have a buffer you can use for the GPU.@kprovost7314 You were playing around with citro3d for a while. Perhaps you can help me on this. Do you know a better way of storing vertex buffer data of vertices, instead of having a static constant array of vertices up in the header file?
This is easy. Just use some library to load model files of your choice(just search on Github). Use the data you've got to calculate the size of a second buffer(in linear memory) and fill it with the data you've got from the library in the format the GPU is configured to read(e.g. instead of seperate buffers interlaced data). Et voilà, you have a buffer you can use for the GPU.
https://github.com/Rinnegatamante/lpp-3ds/blob/master/samples/Multimedia/jpgv.luaDoes anyone know how to work with video formats in 3DS homebrew (preferably moflex or mp4)? I know I'm supposed to find a library but how would I code it on the 3DS side of things?
Do you know you can actually port C++ code to C? Like what I did with my physics engine?I'm coding in C.
I didn't know that. Plus the code that Omegadrien showed looked complicated.Do you know you can actually port C++ code to C? Like what I did with my physics engine?
Also, citro3d does not support quads, lines, and points. Only triangles and variations of triangles (strips, fans, etc.). Just found out.
You have to generate line geometry, the PICA200 doesn't support native line rendering, like desktop GPUs.
See here for an example: https://github.com/xerpi/sf2dlib/blob/master/libsf2d/source/sf2d_draw.c#L24
If you want to draw a lot of lines(>~300) I wouldn't recommend you to just copy paste their method. One square root per line is some what expensive
If you go so far as to ask for help from the community then I feel you should post the solution to the community (rather than remove the original question) - even if you find the solution for your self. It could help someone else. Just my two cents though.-fixed problem-
okIf you go so far as to ask for help from the community then I feel you should post the solution to the community (rather than remove the original question) - even if you find the solution for your self. It could help someone else. Just my two cents though.