Yeah, that's probably because it's updating constantly...For whatever reason a simple "render once and not unless it changes" hasn't been my friend (it displays it once then is blank). I'll sort out that problem eventually, for now...it's a beast and that's just how it is :p My laptop is fairly decent though, so i don't really notice it, however I've noticed it also creates a lag with windows explorer.
Are you using it on Linux or something?
[edit]
Looky looky

Now this is just a quick implementation I did partly because I wanted to and partly because loading multiple models (and a map), on the scene is something I'll have to implement eventually anyways. As you can see I am yet to figure out what determines transparency with textures (aka paletted images will always have color 0 as transparent) which is why some of the ground is see-through, but it's a WIP.
I was also looking at using NSBMD courses as a secondary model for implementing 3d maps, has anyone used the
NSMB Editor before? It just crashes for me when I try to load the NSMB rom

[edit 2]
Okay I think I've mostly figured out NSBTP files...
- Each NSBTP can store multiple texture/palette swapping animations
- Each animation contains all materials that use this type of animation
- Each material contains a number of frames which makes up the animation for that material
- Each frame contains the first frame number, texture id and palette id
There's still some data I'm not too sure about, which mostly likely controls how the animation plays back, as this type of animation can also be used for stills like a Thwomp (in NSMB) that changes his facial expression depending on how close mario is to it.
Also an annoying fact about NDS models is that all textures/palettes are referenced by their actual name! Though I suppose it makes some sense in a way
