User contributions for Cooljerk
		
		
		
		
		
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18 July 2025
- 12:5312:53, 18 July 2025 diff hist −12,106 Twiddling No edit summary current
 - 12:5212:52, 18 July 2025 diff hist −214 DCWiki:Software  →Software current Tag: Manual revert
 - 12:5212:52, 18 July 2025 diff hist −260 Development No edit summary current
 - 12:5112:51, 18 July 2025 diff hist −717 Dreamcast Tutorial  Blanked the page current Tag: Blanking
 - 12:5112:51, 18 July 2025 diff hist −24,479 Event Handling  Blanked the page current Tag: Blanking
 - 12:5112:51, 18 July 2025 diff hist −20,588 Text Rendering  Blanked the page current Tag: Blanking
 - 12:5112:51, 18 July 2025 diff hist −17,655 Transparent Textures  Blanked the page current Tag: Blanking
 - 12:5012:50, 18 July 2025 diff hist −31,955 Textures and Meshes  Blanked the page current Tag: Blanking
 - 12:5012:50, 18 July 2025 diff hist −14,390 Drawing a Texture  Blanked the page current Tag: Blanking
 - 12:5012:50, 18 July 2025 diff hist −3,565 Adding a Romdisk  Blanked the page current Tag: Blanking
 - 12:5012:50, 18 July 2025 diff hist −2,372 Main.cpp  Blanked the page current Tag: Blanking
 - 12:4912:49, 18 July 2025 diff hist −13,554 Makefile  Blanked the page current Tag: Blanking
 
6 April 2025
- 05:5005:50, 6 April 2025 diff hist −1 Development No edit summary
 - 05:5005:50, 6 April 2025 diff hist +61 Development No edit summary
 - 05:4805:48, 6 April 2025 diff hist +201 Development No edit summary
 - 00:5600:56, 6 April 2025 diff hist −202 Event Handling No edit summary
 - 00:5600:56, 6 April 2025 diff hist +7 Event Handling No edit summary
 
5 April 2025
- 15:0315:03, 5 April 2025 diff hist +6 Drawing a Texture No edit summary
 - 15:0115:01, 5 April 2025 diff hist −238 Main.cpp No edit summary
 - 15:0115:01, 5 April 2025 diff hist −202 Main.cpp No edit summary
 - 15:0015:00, 5 April 2025 diff hist +23 DCWiki:Software No edit summary
 - 14:5914:59, 5 April 2025 diff hist +1 Text Rendering No edit summary
 - 14:5814:58, 5 April 2025 diff hist +1 Text Rendering No edit summary
 - 14:5714:57, 5 April 2025 diff hist +2 Text Rendering No edit summary
 - 14:5614:56, 5 April 2025 diff hist +20,584 N Text Rendering  Created page with "Now that we can display our font texture with transparency correctly, let’s build our function to render text. To do this, we’ll have to manipulate the UV coordinates of the texture we render with. We start by making a clone of our SubmitQuad function, which we’ll call SubmitText. This will take some different parameters. First, it’ll take a const char* Input string. This is a c-style string, which is just an array of bytes on the stack. We want to take a font c..."
 - 14:5414:54, 5 April 2025 diff hist +22 Dreamcast Tutorial No edit summary
 - 14:5414:54, 5 April 2025 diff hist +29 DCWiki:Software No edit summary
 - 14:5314:53, 5 April 2025 diff hist +1,015 Transparent Textures No edit summary
 - 14:5014:50, 5 April 2025 diff hist +16,640 N Transparent Textures  Created page with " font. We will map all characters A through Z, in caps, plus 0-9, plus the symbols mapped to 0-9, as well as a few punctuation marks and brackets. We will draw the fonts in a row in a png. Calculated out, our font will be 1024 pixels wide, which is the maximum amount the Dreamcast can have. Each font character needs to be at least 16x16 pixels big. I settled on my final font texture size being 1024x128 pixels big. The dimensions of the texture need to be a power of 2. 12..."
 - 14:5014:50, 5 April 2025 diff hist +27 Dreamcast Tutorial No edit summary
 - 14:4814:48, 5 April 2025 diff hist +28 DCWiki:Software No edit summary
 - 14:4714:47, 5 April 2025 diff hist +13 Dreamcast Tutorial No edit summary
 - 14:4614:46, 5 April 2025 diff hist +6 DCWiki:Software No edit summary
 - 14:4514:45, 5 April 2025 diff hist +103 Textures and Meshes No edit summary
 - 14:4114:41, 5 April 2025 diff hist +151 Textures and Meshes No edit summary
 - 14:3914:39, 5 April 2025 diff hist +31,701 N Textures and Meshes  Created page with "At this point, since we’re going to be using multiple textures from now on, it makes sense to make a texture manager class. This will hold and store our Textures for us, so we can easily look through them and delete them if necessary. Begin by making a new class in our folder, “texture_manager.cpp” and “texture_manager.h”. Don’t forget to add “texture_manager.o” to $(OBJS) in our Makefile. Our Texture_Manager class will need to see KOS to get internal dr..."
 - 14:3914:39, 5 April 2025 diff hist +117 Dreamcast Tutorial No edit summary
 - 14:3714:37, 5 April 2025 diff hist +2 Event Handling No edit summary
 - 14:3614:36, 5 April 2025 diff hist +1 Event Handling No edit summary
 - 14:3614:36, 5 April 2025 diff hist +2 Event Handling No edit summary
 - 14:3614:36, 5 April 2025 diff hist −1 Event Handling No edit summary
 - 14:3514:35, 5 April 2025 diff hist +3 Event Handling No edit summary
 - 14:3414:34, 5 April 2025 diff hist −1 Event Handling No edit summary
 - 14:3214:32, 5 April 2025 diff hist +9 Event Handling No edit summary
 - 14:3014:30, 5 April 2025 diff hist +1 Event Handling No edit summary
 - 14:2914:29, 5 April 2025 diff hist −72 Event Handling No edit summary
 - 14:2614:26, 5 April 2025 diff hist +24,730 N Event Handling  Created page with "Events allow us to send automated messages from one part of our program to other parts. With a simple program like we have now, that’s not so important, but in more complex programs this becomes very important. We’ll create an event handler for Gamepad Input in this section, which will let us start writing code to control our program while it’s running. We need a central object for parts of our program to talk with. Using global variables is a bad idea on the Sega..."
 - 14:2514:25, 5 April 2025 diff hist +22 DCWiki:Software No edit summary
 - 14:2414:24, 5 April 2025 diff hist +26 Drawing a Texture No edit summary
 - 14:1414:14, 5 April 2025 diff hist +14,358 N Drawing a Texture  Created page with "DRAWING A TEXTURE First, we need to talk about how the dreamcast draws. The dreamcast does not draw like a modern GPU, it doesn’t have a GPU at all. It has a PVR Core which uses deferred rendering. The way this works is that a small amount of memory inside the Dreamcast VRAM is set aside to hold vertex data. Instead of rasterizing each polygon as they are sent to the dreamcast and immediately drawing it to the destination, the Dreamcast instead caches all polygons upfr..."