3D engine for the Nintendo DS
NE_ShadingEnable()
. The name was misleading. All examples that
use it have stopped calling it.NE_SpriteSetMaterialCanvas()
. This is now used in the sprites example.NE_ProcessArg()
and
NE_ProcessDualArg()
.Create variants of NE_Process()
and NE_ProcessDual()
that can pass an
argument to the screen draw callbacks.
Add function to load textures in GRF format (BlocksDS only).
Add functions to load compressed textures (Texel 4x4 format).
Add examples to load assets from the filesystem, both in binary and GRF function.
Cleanup code style: Use stdint types, turn some functions static inline
...
Remove unneeded call to DC_FlushAll()
.
obj2dl
: Improve error message. Fix vertical coordinates being flipped.
img2ds
: Deprecate it except for generating DEPTHBMP
binaries.
The makefile for BlocksDS now installs the tools to /opt/blockds/external
,
not only the library and headers.
Migrate all examples to using grit
instead of img2ds
.
Update Makefiles to build on BlocksDS.
Fix functions used to load assets from FAT.
Introduce two new dual 3D modes. They are resilient and they will always show the same output on both screens even if the framerate drops. This isn't the case with the previous dual 3D mode.
Fix 2D projection used to display 3D sprites. The Y coordinate didn't work correctly for numbers close to 192. This means that an ugly hack to apply an offset to the texture coordinates of 2D polygons is no longer needed.
Fix initialization of the library. Sometimes, depending on the loader, the game would start in a different time in the screen rendering cycle. This would swap the images of the screens until the framerate dropped when loading assets, for example.
The code that switches between screens in dual 3D mode has been more reliable. Nitro Engine now swaps screens after they are actually drawn, not in the vertical blanking interrupt handler, when it switched every frame even if no new frame had been drawn by the game.
Switch a lot of assert() in the library into permanent runtime checks. Several functions now return error codes instead of not returning any value.
Use safe DMA copy functions if the libnds of the toolchain provides them (they are only available in BlocksDS at the moment).
The library now supports sending display lists to the GPU in different ways to work around a hardware bug in the ARM9 DMA when it is set to GFX FIFO mode.
Fix debug build of the library.
Fix build of the NFlib template with devkitPro libraries.
Update examples and add some more, particularly about comparisons between dual 3D modes.
Decouple mesh objects from model objects. This simplifies cloning models. Previously it was needed to preserve the original object as long as you wanted to use the clones. Now, it can be deleted and Nitro Engine won't free the mesh until all clones have been deleted.
Support vertex color commands in obj2dl
. This can't be used at the same
time as normals.
Improve examples. A script has been added to convert all assets used by the examples. Also, the NFlib example has been updated to work with upstream NFlib.
Support BlocksDS.
A few minor fixes.
Important changes:
Add support for compressed textures.
Add example that combines NFlib and Nitro Engine to have good 2D hardware support.
Support specular properties in materials.
Add a few enums to help editor autocompletion features.
Rename a few functions and deprecate the old names (the old names still work).
Check the changelog for more information.
Models and textures:
General:
Notes:
You can still use textures converted with Nitro Texture Converter or NDS Model Exporter, and you can still use any model exported with NDS Model Exporter or md2_to_bin. However, support for NEA files has been removed (it had awful performance, and it was just a bad way to do things), so any file converted by md2_to_nea won't work anymore.
The reason to replace most tools is that several people had issues building them. All the new tools are written in Python, so they don't need to be compiled.