nitro-engine/examples/loading/incomplete_texture/source/main.c
Antonio Niño Díaz 1acfca1a24 examples: Wait for VBL in the right place
This change is a bit pedantic, but it makes the ROMs run better in
DeSmuMe.

Some examples (particularly the dual 3D examples) used to flicker during
one or two seconds right after starting. In dual 3D examples the top and
bottom screen would start swapped, and they would eventually swap and
stop flickering. This would never happen in melonDS or real hardware.

I suspect this is because of the interaction between GFX_FLUSH and
swiWaitForVBlank(), where there would be some timing difference to reach
the first swiWaitForVBlank() or GFX_FLUSH, and that caused the desync.

This commit moves swiWaitForVBlank() to the beginning of the game loop.
This means that, even in the first iteration of the game loop, all
emulators and hardware will be synchronized. This doesn't actually
matter in any other situation, it just makes the first iteration
consistent.
2023-01-21 19:32:02 +00:00

85 lines
2.3 KiB
C

// SPDX-License-Identifier: CC0-1.0
//
// SPDX-FileContributor: Antonio Niño Díaz, 2008-2011, 2019, 2022
//
// This file is part of Nitro Engine
#include <NEMain.h>
#include "a3pal32_pal_bin.h"
#include "a3pal32_tex_bin.h"
#include "pal4_pal_bin.h"
#include "pal4_tex_bin.h"
NE_Material *Material, *Material2;
NE_Palette *Palette, *Palette2;
// This is an example to show how Nitro Engine can load textures of any height.
// Internally, the NDS thinks that the texture is bigger, but Nitro Engine only
// uses the parts that the user has loaded.
//
// The width needs to be a power of two because:
//
// - Supporting them complicates the loading code a lot.
//
// - Compressed textures can't really be expanded because they are composed
// by many 4x4 subimages.
//
// - They don't save space in VRAM.
//
// - They save space in the final ROM, but you can achieve the same effect
// compressing them with LZSS compression, for example.
void Draw3DScene(void)
{
NE_2DViewInit();
NE_2DDrawTexturedQuad(40, 10,
40 + 32, 10 + 100,
0, Material);
NE_2DDrawTexturedQuad(128, 10,
128 + 64, 10 + 100,
0, Material2);
}
int main(void)
{
irqEnable(IRQ_HBLANK);
irqSet(IRQ_VBLANK, NE_VBLFunc);
irqSet(IRQ_HBLANK, NE_HBLFunc);
// Init 3D mode
NE_Init3D();
// Allocate objects for a material
Material = NE_MaterialCreate();
Palette = NE_PaletteCreate();
NE_MaterialTexLoad(Material,
NE_A3PAL32, // Texture type
64, 200, // Width, height (in pixels)
NE_TEXGEN_TEXCOORD, (u8 *)a3pal32_tex_bin);
NE_PaletteLoad(Palette, (u16 *)a3pal32_pal_bin, 32, NE_A3PAL32);
NE_MaterialSetPalette(Material, Palette);
// Allocate objects for another material
Material2 = NE_MaterialCreate();
Palette2 = NE_PaletteCreate();
NE_MaterialTexLoad(Material2, NE_PAL4, 64, 100, NE_TEXGEN_TEXCOORD,
(u8 *)pal4_tex_bin);
NE_PaletteLoad(Palette2, (u16 *)pal4_pal_bin, 4, NE_PAL4);
NE_MaterialSetPalette(Material2, Palette2);
while (1)
{
NE_WaitForVBL(0);
// Draw 3D scene
NE_Process(Draw3DScene);
}
return 0;
}