Easy GL2D DS

From GameBrew
Easy GL2D DS
Libgl2dds2.png
General
AuthorRelminator
TypeDemos
Version1.0
LicenseMixed
Last Updated2010/11/19
Links
Download
Website
Source

This is a simple DS 2D rendering layer that works on top of the DS' 3D core. Easy to use and very fast.

Features

  • Library size is very small (less than 10 kb).
  • Very fast.
  • Easy to maintain and refactor existing code.
  • Abstracted interface.
  • Code is easily portable to other platforms.
  • Can combine 2D and 3D seamlessly.
  • Almost unlimited palette usage in a single frame.
  • Can handle non-power of 2 sprites.
  • 3 types of translucency (2 via textures and 1 via polygon format).
  • Lots of sprite effects (colors, alpha, rotation, scaling, shearing, etc.).
  • Optimum VRAM use.
  • Paletted(almost limitless) and high-color mode can be used together.

User guide

Limitations:

  • Emulators are slower in emulating the 3d hardware than the OAM.
  • glPutPixel, glLine and glBox only works on a real DS and No$GBA and not on deSmuMe.
  • You still have to learn how to use the sub OAM and sub BG since this lib is main engine only. You can use the video capture to render on both screens but that would limit your FPS and would use valuable VRAM.

Compatibility

Easy GL2D DS works perfectly on a Real DS.

However, if you are running this on an emulator:

  • No$GBA - Works perfectly.
  • DeSmuMe - Use the soft rasterizer instead of OpenGL

Changelog

Update 04/02/2011

  • Added gl[Get/Set]ActiveTexture() for Stencil FX (See Sprites example).
  • Added uoff and voff to glSpriteOnQuad for more FX.
  • Changed Sprite Examples.

Update 02/17/2011

  • Code overhaul for libnds 1.5.0 compatibility.
  • Added 2 parameters to glSpriteLoad() and glSpriteLoad().
  • Fixed the examples to reflect changes.
  • Doxygen generated reference.
  • Bug fixes(reported by Enay, Mhaun, Alex Sinclair, etc).

Update 11/25/2010

  • Documentation and user's guide done.
  • Added a dual_screen example.
  • Updated the sprites example.

Update 11/23/2010

  • Fixed a bug where drawing primitives messed up the sprite colors. (missing currenttexture = 0 call).

External links

Advertising: