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[CHG] Now talking about 3D
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4 changed files with 9 additions and 12 deletions
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@ -141,7 +141,7 @@ void GRRLIB_BMFX_Blur (const GRRLIB_texImg *texsrc,
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int numba = (1+(factor<<1))*(1+(factor<<1));
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int numba = (1+(factor<<1))*(1+(factor<<1));
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u32 x, y;
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u32 x, y;
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s32 k, l;
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s32 k, l;
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int tmp = 0;
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int tmp;
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int newr, newg, newb, newa;
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int newr, newg, newb, newa;
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u32 colours[numba];
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u32 colours[numba];
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u32 thiscol;
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u32 thiscol;
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@ -234,7 +234,7 @@ GRR_EXTERN u32 fb GRR_INIT(0);
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* Welcome to the GRRLIB documentation.
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* Welcome to the GRRLIB documentation.
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*
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*
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* @section Introduction
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* @section Introduction
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* GRRLIB is a C/C++ 2D Graphics library for Wii application developers.
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* GRRLIB is a C/C++ 2D/3D graphics library for Wii application developers.
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* It is essentially a wrapper which presents a friendly interface to the Nintendo GX core.
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* It is essentially a wrapper which presents a friendly interface to the Nintendo GX core.
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*
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*
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* @section Links
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* @section Links
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11
README.html
11
README.html
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@ -37,7 +37,7 @@ Licence
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Introduction
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Introduction
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------------
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------------
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GRRLIB is a C/C++ 2D Graphics library for Wii application developers. It is
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GRRLIB is a C/C++ 2D/3D graphics library for Wii application developers. It is
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essentially a wrapper which presents a friendly interface to the Nintendo GX
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essentially a wrapper which presents a friendly interface to the Nintendo GX
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core.
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core.
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@ -51,7 +51,7 @@ requires 'libpng' and 'libpng' requires 'libz'. GRRLIB also has FileIO
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functions to allow real-time loading and saving of graphical data, and thus also
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functions to allow real-time loading and saving of graphical data, and thus also
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requires 'libfat'.
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requires 'libfat'.
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libgrrlib <- 2D graphics library
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libgrrlib <- 2D/3D graphics library
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+-- libfat <- File I/O
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+-- libfat <- File I/O
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+-- libjpeg <- JPEG image processor
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+-- libjpeg <- JPEG image processor
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+-- libpngu <- Wii wrapper for libpng
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+-- libpngu <- Wii wrapper for libpng
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@ -144,7 +144,7 @@ Using GRRLIB
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After everything is installed, simply put
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After everything is installed, simply put
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#include <grrlib.h> <!-- #include <grrlib.h> -->
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#include <grrlib.h> <!-- #include <grrlib.h> -->
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at the top of your .c file and use the functions as required
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at the top of your .c/.cpp file and use the functions as required
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You will also need to add
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You will also need to add
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-lgrrlib -lfat -ljpeg -lpngu -lpng -lz
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-lgrrlib -lfat -ljpeg -lpngu -lpng -lz
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@ -157,10 +157,7 @@ here.
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You do NOT need to place /anything/ in your application directory.
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You do NOT need to place /anything/ in your application directory.
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If you would like to see a working example of this, you can look at the example
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If you would like to see a working example of this, you can look at the example
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found in: C:\grr\trunk\examples\bluechip\composition
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found in: C:\grr\trunk\examples\template\source
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...This example also includes a "Makefile" which tries to make it clear what is
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happening (unlike the more comprehensive cross-platform Makefile supplied with
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the devkitPro 'template' application).
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Upgrading to v4.1.0 From Previous Versions of GRRLIB
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Upgrading to v4.1.0 From Previous Versions of GRRLIB
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@ -9,7 +9,7 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <wiiuse/wpad.h>
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#include <wiiuse/wpad.h>
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int main() {
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int main(int argc, char **argv) {
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// Initialise the Graphics & Video subsystem
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// Initialise the Graphics & Video subsystem
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GRRLIB_Init();
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GRRLIB_Init();
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@ -19,10 +19,10 @@ int main() {
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// Loop forever
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// Loop forever
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while(1) {
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while(1) {
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WPAD_ScanPads(); // Scan the wiimotes
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WPAD_ScanPads(); // Scan the Wiimotes
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// If [HOME] was pressed on the first Wiimote, break out of the loop
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// If [HOME] was pressed on the first Wiimote, break out of the loop
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if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) break ;
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if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) break;
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// ---------------------------------------------------------------------
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// ---------------------------------------------------------------------
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// Place your drawing code here
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// Place your drawing code here
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