Comments (2)
You are correct. The current C3D_Safe* functions break completely when used inside a frame. I have known about this for some time, and my (private) development branch deprecated the C3D_Safe* functions in favour of a new set of functions (C3D_Sync*) that correctly work regardless of being within a frame or not, and also additionally wait for the operation to complete in case they are called outside a frame (no more gspWaitForWhatever).
If you are interested in working with my development branch, you can hit me up with an IRC PM (on Blitzed.org, EFnet or Freenode). My IRC name is fincs
on all three.
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Fixed with v1.4.0.
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Related Issues (20)
- Offscreen Rendertargets HOT 14
- Off screen Target Corruption HOT 3
- strange soft lock HOT 3
- C3D_TexEnvOp() regarding alpha channel - writing into wrong spots HOT 5
- example not working and help needed HOT 3
- text3ds.c fails when attempting to 'make install' HOT 2
- Question about BufInfo_Add() from C3D HOT 2
- parallel calls to C3D_SyncDisplayTransfer and gspWaitForVBlank cause lockup HOT 2
- Question: Is it possible to change a render target's frame buffer format mid-program? HOT 3
- Latest update slowed down drawing by ~50% HOT 2
- Crash when switching from non-800px mode to 800px mode? HOT 1
- Hangs When Using Geometry Shader In Combination With 3D Drawing
- Questions regarding Mtx_Translate() HOT 11
- [Hardware Quirk] GPU hangs if one shader program has a geo component and the other doesn't HOT 3
- [Hardware Quirk] BufInfo_Add stride behaves strangely on hardware HOT 1
- How to enable C3D_FRAME_SYNCDRAW while still keeping 60fps HOT 1
- is C3D_FrameBufTransfer a blit operation ?
- `C3D_SetScissor` does not work as intended? HOT 2
- Use-after-free in C3D_BindProgram HOT 1
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