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.
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?
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.