Serena Postelnek
Serena Postelnek
Sorry to bump this 9 month old issue, but has there been any progress on it? I was just updating my website and came across this issue.
Honestly, I didn't have anything in mind for specifics. I don't mean to have made this issue just for the sake of it either, though. I think maybe this would...
Well I'm unsure how to check if the end user will be drawing anything immediately. They could be writing their draw function into the script to set up for later....
The reason is because it's meant to be a game framework (i.e. [Love Potion](https://github.com/videah/LovePotion)), but I'm rewriting it to use Citro rather than sf2dlib. The end users shouldn't need to...
Right, I know. The issue, however, is that this is basically [Love2D](https://love2d.org/) for 3DS. I'm following how it's done through the official code and tweaking where needed (such as font...
Where would I FrameSync()? I thought Citro does that already. I'm also not sure if I can really 'detect' if the user tries to invoke a drawing command. I'll take...
I invoke it during the aptMainLoop: ```cpp while (aptMainLoop()) { if (LOVE_QUIT) break; if (!LUA_ERROR) { .... if(luaL_dostring(L, "if love.update then love.update(love.timer.getDelta()) end")) console->ThrowError(L); .... love::Graphics::Instance()->Render(GFX_TOP); if (luaL_dostring(L, "if love.draw...
I think I have the right way to do it, but my issue is most likely detecting if the frame really started. The render for GFX_TOP happens before love.draw executes....
Yeah the draw commands are in C. If I have to flag a Boolean in each one it's kind of hacky, tbh. I'll keep trying I guess. I was hoping...
So just basically clear the FrameBuffer rather than SetClear?