I'm trying to do some trickery to render more than 2048 polygons, and currently the major obstacle is the fact that the DS clears the screen before rendering. I did some research and found there's no way to disable it, but there is a separate mode of clearing that allows you to fill it with a bitmap instead. Unfortunately, I have no idea how it works because I can't find any documentation on it. So I was wondering if there's anyone here who'd know more about it; or, more about my goal to break the DS' limits in general.
Edit: so, I did some scouring on gbatek and found it uses texture slots 3 & 4. Unfortunately, there doesn't seem to be any way to get the depth buffer, so this seems like a dead end. I swear, this automatic clearing is the bane of my existence.
Edit: so, I did some scouring on gbatek and found it uses texture slots 3 & 4. Unfortunately, there doesn't seem to be any way to get the depth buffer, so this seems like a dead end. I swear, this automatic clearing is the bane of my existence.
Last edited by Poketard,