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Description
Bug Report
What's the issue you encountered?
Running C3D_TexUpload on a texture stored in VRAM does not actually upload the texture unless C3D is currently within an active frame.
How can the issue be reproduced?
- Initialize C3D
- Before calling C3D_FrameBegin, initialize any number of VRAM textures and C3D_TexUpload them.
- Render an object using the textures. The textures will appear to be garbage data.
The issue can be worked around by surrounding the C3D_TexUpload call with C3D_FrameBegin and C3D_FrameEnd calls.
Environment?
Windows 10, WSL2 and Docker using the official devkitpro/20250527 image.
Additional context?
This works fine for FCRAM textures because their upload is just a simple memcpy.
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