Graphics/3D/Simple_Tri/source/main.cpp

#include <nds.h>


int main() {    
    
    float rotateX = 0.0;
    float rotateY = 0.0;

    //set mode 0, enable BG0 and set it to 3D
    videoSetMode(MODE_0_3D);

    // initialize gl
    glInit();
    
    // enable antialiasing
    glEnable(GL_ANTIALIAS);
    
    // setup the rear plane
    glClearColor(0,0,0,31); // BG must be opaque for AA to work
    glClearPolyID(63); // BG must have a unique polygon ID for AA to work
    glClearDepth(0x7FFF);

    //this should work the same as the normal gl call
    glViewport(0,0,255,191);
    
    //any floating point gl call is being converted to fixed prior to being implemented
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(70, 256.0 / 192.0, 0.1, 40);
    
    gluLookAt(  0.0, 0.0, 1.0,      //camera possition 
                0.0, 0.0, 0.0,      //look at
                0.0, 1.0, 0.0);     //up
    
    while(1) {
        glPushMatrix();

        //move it away from the camera
        glTranslatef32(0, 0, floattof32(-1));
                
        glRotateX(rotateX);
        glRotateY(rotateY);
        
        
        glMatrixMode(GL_MODELVIEW);



        //not a real gl function and will likely change
        glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);

        scanKeys();
        
        u16 keys = keysHeld();
        
        if((keys & KEY_UP)) rotateX += 3;
        if((keys & KEY_DOWN)) rotateX -= 3;
        if((keys & KEY_LEFT)) rotateY += 3;
        if((keys & KEY_RIGHT)) rotateY -= 3;
        

        //draw the obj
        glBegin(GL_TRIANGLE);
            
            glColor3b(255,0,0);
            glVertex3v16(inttov16(-1),inttov16(-1),0);

            glColor3b(0,255,0);
            glVertex3v16(inttov16(1), inttov16(-1), 0);

            glColor3b(0,0,255);
            glVertex3v16(inttov16(0), inttov16(1), 0);
            
        glEnd();
        
        glPopMatrix(1);
            
        glFlush(0);

        swiWaitForVBlank();
    }

    return 0;
}
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