Fix 4:
Worked out another fix...
Beetle Adventure Racing: checked out that issue...same issues as original wrapper (update 9), maybe that shot was just a cutscene (for me the game is perfectly playable)
F-Zero X: Same issues as above (original wrapper at fault,
Fix 5:
EDIT: Added a VERY experimental implementation of
OpenGL framebuffer-object based Z-buffer rendering (for Resident Evil 2). This might not work, as I have not tested the game, yet. (depth-buffer effects in other games like LoZ: OoT, PD, CBFD, Excitebike 64,and other games that use these effects work absolutely fine, from my testing)
EDIT 2: Cleaned up the hardware depth buffer code a little bit. Now it cleanly compiles with zero errors or warnings under MSVC.
EDIT 3: Finally managed to "acquire" Resident Evil 2. Tested out the code with it.
Current issues with code:
1) flickering (happened with previous hardware Z-buffer creation code, happens with my code too)
2) depth issues are partially fixed (characters and NPC´s disappear from view sometimes, however the depth is calculated correctly. This could be a blending problem, as the ingame models (not pre-rendered ones) sometimes are partially drawn...)