Comments (4)
We recommend usage of tex3ds's native formats instead as demonstrated in the examples. Is there any specific reason why you need to load png images instead of a native format?
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The main reason is I don't want to package copyrighted material in my game so I was going to get the users to put it on their SD card if they wanted that functionality.
But with that said, I'm still making it into a C3D_Tex by copying in the pixels so couldn't that still be a problem with native formats?
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Are you using the latest release of libctru, citro3d, and citro2d? I tried building your scene_swap example myself and I cannot reproduce the issue in your build.
(You can update your packages by running (dkp-)pacman -Syu
)
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Thanks for trying it out! You are correct. I'm one version behind and that apparently makes all the difference. I'll remember to check for updates next time.
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Related Issues (20)
- Help understanding C2D_ImageTint HOT 5
- Poor performance? HOT 2
- Suggestion / Feature Request: Rectangles/Boxes with rounded corners function HOT 1
- How to draw an image with C2D_Image?? HOT 18
- C2D_AlphaImageTint does not behave as expected HOT 2
- C2D_ Functions Are Undefined HOT 1
- Flickering when drawing sprites
- No "ClearRectangle" functionality, or no ability to change alpha blending on 2D "primitives" HOT 2
- C2D_TargetClear requires clear color to be in color format of texture
- Drawing within the first 8 rows of an off-screen texture produces a full system hang HOT 2
- C2D_DrawLine preserves alpha of target if it's the first primitive to be rendered (off-screen render target?) HOT 2
- how to crop sprites
- C2D_Text Struct contains a width data field but not the height HOT 3
- Need a tutorial or examples HOT 1
- Getting text dimensions does not account for formatting
- Step like texture artifacts when updating texture every frame
- Setting sprite scale to 0 will permanently make it invisible. HOT 2
- C2D_DrawText line height inconsistency
- C2D_Text's width seems truncated when using C2D_AlignCenter HOT 2
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