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I'm looking at the void GRRLIB_Screen2Texture (int posx, int posy, GRRLIB_texImg *tex, bool clear) {
if(tex->data != NULL) {
GX_SetTexCopySrc(posx, posy, tex->w, tex->h);
GX_SetTexCopyDst(tex->w, tex->h, GX_TF_RGBA8, GX_FALSE);
GX_CopyTex(tex->data, GX_FALSE);
GX_PixModeSync();
GRRLIB_FlushTex(tex);
if(clear == true) {
GX_CopyDisp(xfb[!fb], GX_TRUE);
}
}
} Why are you using |
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Eh @Crayon2000, to understand a little bit more GRRLIB, I coded a quick hack based on the examples this afternoon (on a real GameCube) and I have some weird behaviors I don't understand (the DOL doesn't work on Dolphin, black screen)
When I build an offscreen scene using
GRRLIB_CompoStart
/GRRLIB_CompoEnd
then blit it usingGRRLIB_DrawImg
it applies a kind of blue background (even if in the offscreen scene, the background is set to full black.When I build 2 offscreen scenes (one 3D and one 2D), then the 2D alpha layer seems broken, but if I disable the first offscreen scene, the alpha layer is well set.
without first 3D composition:
with composition
=> when
show_cube
is false, the scroller is well displayed, else, the scroller background is opaque and covers thelogo_background
=> when the
logo_background
alpha is 0 and any offscreen scene is blitted, the background color becomes blue else it stays black.Here is the rendering code, maybe you'll find a reason :)
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