void app() { gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the render target C3D_RenderTarget *target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); init_gpu_stuff(); //consoleInit(GFX_BOTTOM, NULL); // Main loop while (aptMainLoop()) { hidScanInput(); // Refresh Inputs // Process one frame menu.update(); // Draw C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0x000000FF, 0); C3D_FrameDrawOn(target); menu.draw(); C3D_FrameEnd(0); } end_gpu_stuff(); // Deinitialize graphics C3D_Fini(); gfxExit(); }
void Cleanup() { te->Cleanup(); entries.clear(); if(currentViewer != NULL) { cleanViewer(); } C3D_Fini(); gfxExit(); }
void OSystem_3DS::destroyGraphics() { _gameScreen.free(); _gameTopTexture.free(); _gameBottomTexture.free(); _overlay.free(); shaderProgramFree(&_program); DVLB_Free(_dvlb); C3D_RenderTargetDelete(_renderTargetTop); C3D_RenderTargetDelete(_renderTargetBottom); C3D_Fini(); }
void gfxCleanup() { if(scale2xBuffer != NULL) { linearFree(scale2xBuffer); scale2xBuffer = NULL; } if(screenBuffer != NULL) { linearFree(screenBuffer); screenBuffer = NULL; } if(borderInit) { C3D_TexDelete(&borderTexture); borderInit = false; } if(screenInit) { C3D_TexDelete(&screenTexture); screenInit = false; } if(shaderInitialized) { shaderProgramFree(&program); shaderInitialized = false; } if(dvlb != NULL) { DVLB_Free(dvlb); dvlb = NULL; } if(targetTop != NULL) { C3D_RenderTargetDelete(targetTop); targetTop = NULL; } if(targetBottom != NULL) { C3D_RenderTargetDelete(targetBottom); targetBottom = NULL; } if(c3dInitialized) { C3D_Fini(); c3dInitialized = false; } gfxExit(); }
int main() { // Initialize graphics gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the renderbuffer static C3D_RenderBuf rb; C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); rb.clearColor = CLEAR_COLOR; C3D_RenderBufClear(&rb); C3D_RenderBufBind(&rb); // Initialize the scene sceneInit(); // Main loop while (aptMainLoop()) { C3D_VideoSync(); hidScanInput(); // Respond to user input u32 kDown = hidKeysDown(); if (kDown & KEY_START) break; // break in order to return to hbmenu // Render the scene sceneRender(); C3D_Flush(); C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS); C3D_RenderBufClear(&rb); } // Deinitialize the scene sceneExit(); // Deinitialize graphics C3D_Fini(); gfxExit(); return 0; }
//--------------------------------------------------------------------------------- int main(int argc, char **argv) { //--------------------------------------------------------------------------------- // Initialize graphics gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the render target C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); // Initialize the scene sceneInit(); // Main loop while (aptMainLoop()) { hidScanInput(); // Respond to user input u32 kDown = hidKeysDown(); if (kDown & KEY_START) break; // break in order to return to hbmenu moveSprites(); // Render the scene C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_FrameDrawOn(target); sceneRender(); C3D_FrameEnd(0); } // Deinitialize the scene sceneExit(); // Deinitialize graphics C3D_Fini(); gfxExit(); return 0; }
void CitroDestroy() { C3D_Fini(); }