GRRLIB is a C/C++ 2D/3D graphics library for Wii application developers. It is essentially a wrapper which presents a friendly interface to the Nintendo GX core. With it, coders can quickly and easily start creating graphical applications.
As of v4.1.0, GRRLIB is supplied as a standard C/C++ library (aka. archive) called 'libgrrlib'. Because GRRLIB processes JPEG and PNG images, it requires the installation of the 'libjpeg' and 'libpngu' libraries. 'libpngu', in turn, requires 'libpng' and 'libpng' requires 'libz'. GRRLIB also has FileIO functions to allow real-time loading and saving of graphical data, and thus also requires 'libfat'.
There are currently 87 applications using GRRLIB.
Help can be found on the forum or in #grrlib on EFnet.
Update History
4.2.0 - December 16, 2009
First support to 3D functions
GRRLIB_CompoStart and GRRLIB_CompoEnd for real GX compositing with transparency support
GRRLIB_Screen2Texture is now fully optimized
USB_Gecko output facilities
GRRLIB_Compose was deleted since it was not fully using GX
GRRLIB_GetColor was deleted, the RGBA macro should be used instead
Lot of new sample code :
3D_CubedTileDemo (How to use dynamic texturing)
3D_sample1 (A simple rotating flat cube)
3D_sample2 (A simple rotating textured cube)
3D_sample3 (A textured cube and compositing)
3D_sample4 (A complex object rotating)
basic_drawing (How to use some basic GRRLIB functions)
bitmap_fx (Effects ShowRoom)
blending (How to use blending mode)
compositing (A simple compositing how to)
funsin (A gradient sinusoid dancing)
particle (A nice particle sample code)
template (Use this as a basis for your project)
TileDemo (This will show you how to use tiles/tileset and map)
unlimited2d (A faky technic for unlimited sprites)
unlimited3d (Same as above but with 3D)