Willkommen bei AEP Emulation Page - Emulation News

Hauptmenü
· Home / News
· News Kategorien
· News Archiv

· Mein Account
· Suche
· Forum (neu)
· Forum
· Weblinks
· Spiele Reviews
· Übersetzungen
· Impressum
· Datenschutz

Downloads
 


Forum
Mitglieder Online
Keine Mitglieder online.

You are an anonymous user. You can register for free by clicking here
Benutzername
Kennwort
 Angemeldet bleiben

Infos
· Museum
· Infocenter
· Das AEP Team
· Member Liste
· Top 25 Liste
· Glossar
· FAQ

Review of the moment

Sprache
Sprache auswählen:

DeutschEnglisch

News-Export
Holt Euch unsere News auf Eure Seite:
· RSS Newsfeed How-to
· RSS News-syndication Deutsch
· News-Banner (JPG)

Friends
· Emu-France
· progetto-SNAPS
· EmuBit.pl
· PDRoms


Neues Thema eröffnen   Neue Antwort erstellen  
Vorheriges Thema anzeigen Druckerfreundliche Version Einloggen, um private Nachrichten zu lesen Nächstes Thema anzeigen
Autor Nachricht
retroKOffline
Titel: N64: Glide64 v0.8 Beta 9 Fix 5  BeitragVerfasst am: 25.09.2006, 15:47 Uhr
Site Admin


Anmeldungsdatum: 04. Jul 2004
Beiträge: 11.991

Wohnort: Frankfurt a.M.
Status: Offline

Der Glide Wrapper von Hacktarux, der in dem Grafikplugin Glide64 für Nintendo 64 Emulatoren enthalten ist, wurde aktualisiert.

Download hier: Emuxhaven Forums.


The Glide wrapper from Hacktarux, included in the Nintendo64 Graphics Plug-In Glide64 has been updated.

Download here: Emuxhaven Forums.


Zitat:

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...)




Related links:

[ N64 Emus ][ N64 Infos ][ N64 Plug-Ins ]


_________________
Alderaan shot first! 
 
 
 Benutzer-Profile anzeigen Website dieses Benutzers besuchen  
Antworten mit Zitat Nach oben
Beiträge vom vorherigen Thema anzeigen:     
Gehe zu:  
Alle Zeiten sind GMT + 1 Stunde
Neues Thema eröffnen   Neue Antwort erstellen  
Vorheriges Thema anzeigen Druckerfreundliche Version Einloggen, um private Nachrichten zu lesen Nächstes Thema anzeigen
PNphpBB2 © 
AEP Emulation Page 1998 - 2024