That's could be because pixels are mapped in a diferent way on the GP32 and on the GP2X.
GP32: pixel 0,0 is located on the left bottom corner.
GP2X: pixel 0,0 is located on the left-top corner.
Look at this tutorial on my web page: Tutorial 2
Choose .NET option.
I have tryed it with VC++ .NET 2003 Beta and it worked. I suppose it will also work with Express 2005
Actually to compile correctly my OKF Font Engine yoy must use this compiler option in GCC: -mstructure-size-boundary=8
That means that all structures in the programa are 8 bit packed. That's not the best way.
So I have found the in source compiler options (__attribute__ ((__packed__)) for GCC...
I suspect that the SMC that doesn't work is formatted incorrectly.
You could try Slubman's firware, the one you can execute without flashing the firware. There is a format utility that can be used. Just don't forget to swap the SMCs before formatting.
Then from your PC, don't forget to copy...
At my website you can find all you need to code with the official SDK, ARM and Windows (via VC++ 6) versions.
You will even find tutorials on how to setup the SDKs, an example to test the installation, and some libraries that can be useful.
Oankali.
So now it's a true 16bit mode with 64K colors like 16bit mode in Windows.
Well, that means less graphic conversions between PC programs and GP2X programs.
But it's a problem for me as my font compression algorithm was optimized to 15bit (5:5:5) colors. that means that my font can be at most...
I was just wondering if the color scheme of the GP2X is the same as on the GP32.
I mean, if it's still a 16 bits colors, with 5 bits for each component and an intensity bit.
I want to port my OKF Font Engine to SDL and need this info to optimize the rendering.
I hope squidge or any other with...
You can also code with the oficial SDK that has Windows implementation of the libraries, specially designed for VC++ 6.
You can find a tutorial to setup the SDK here: http://www.nekanium.com/gp32/news.htm
Oankali.
The delay shouldn't be a problem.
Are you sure you are drawing on the hidden frame buffer?
Btw, we use to swap screens a the end of the loop, but that's not very important.