Closed niko1point0 closed 5 years ago
If you have something to contribute, feel free to submit a Pull Request.
I'm not sure how
A good starting point would be this:
https://help.github.com/articles/fork-a-repo/ https://help.github.com/articles/about-pull-requests/
Another thing to add: you might be interested in talking to us directly through IRC (EFnet #switchdev). We can provide help to solve your build system issue before you submit a PR.
I submitted a pull request
It fully works at the moment, but it can be better. I can push again later. How do I use IRC?
Is it IRC4Fun, IRCNet, IRCHighWay?
EFnet is the name of the server.
I'm going to close this issue, moving to #48.
https://drive.google.com/file/d/1m39E1kA5oFO9m0E_UXovZx6ebNJPuHSk/view?usp=sharing
I have been experimenting with the SwitchBrew Open Source SDK, and I have a few questions. There are multiple ways where this project could be improved, maybe you can help me. I want this project to be available to everyone, so that people can make Homebrew Switch games.
The SDK has a feature where PNGs are compiled into .o files, and then a .h file is given to access the compiled PNG data
Here I wrote a fully working OBJ loader for Nintendo Switch Right now I use pbr_cube\data\Model\program.pl to convert OBJ model to .h file
I use this command "perl Obj2OpenGL.pl ./gun.obj" and it generates "gun.h", which I rename to "Gun_obj.h"
Here's the problem, I cannot convert the arrays to a compiled .o That means, when I use #include "Gun_obj.h" it has to recompile the data arrays every time Can you find a way to automatically convert the OBJ model into .o and .h in a similar way to how you do it with PNG?
Can you post this in the Samples folder on Github? I give full consent to making this code open source I took your textured_cube sample, and added support for Specular Mapping, and Ambient Occlusion mapping, in addition to diffuse mapping.
Also, in lines 387 - 400 of main.cpp, I have to construct the Vertex array, out of three arrays that OBJ2OpenGL exports. Can you make it so the full Vertex array is generated and compiled before the program launches?
Thank you!