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#include <nds.h> // Explanation: // The following code shows the problem. There are two allocations each yielding // different adresses. One memory location is filled with red pixels, the other // is filled with blue pixels. They are then rendered, however you will see two // red sprites instead of a red and a blue. The reason is that the second // allocation is not aligned to the boundaries implied by // SpriteMapping_Bmp_1d_128 meaning that when the oam stores the memory adresses // as an offset based on the boundary size, both offsets are truncated to the
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#include <nds.h> #include <boost/cstdint.hpp> #include <boost/gil/algorithm.hpp> #include <boost/gil/image_view.hpp> #include <boost/gil/packed_pixel.hpp> #include <boost/gil/rgba.hpp> #include <boost/gil/virtual_locator.hpp> #include <boost/mpl/vector.hpp> #include <boost/utility/binary.hpp>
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