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EmuCR: GLideN64GLideN64 Git (2016/03/20) is compiled. GLideN64 is a new generation, open-source graphics plugin for N64 emulators

GLideN64 Git Changelog:
* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Fixed scissor in FrameBufferList::renderBuffer when AA enabled.
Fixed cut image in fullscreen mode with AA enabled in some games, e.g Mario Party 3
* Force resolve multisampled buffer in FrameBufferList::renderBuffer.
Fixed Mario Party 3 - Missing characters and textbox in intro #901
* Don't call gDPFullSync() when config window is open.
gDPFullSync() calls buffers read, which can be broken when settings changed.
Fixed Enabling and disabling Antialasing midgame makes the emulator crash #903
* Fix screenshot capture from antialased buffer, issue #905
* Correct main bufer height calculation again:
fix regression caused by commit 3215a8ad5d95
Fixed regression issue #902
* Correct gDPLoadBlock line calculation again:
fixed regression caused by commit f6be5fd39
Fixed regression in Racing Simulation 2 #167
* Move modify_vtx transformations to vertex shader.
Fixed Jeremy McGrath Supercross 2000: missing jauge line in menu #274
This game sets coordinates of lines vertices via modify_vtx.
modify_vtx set screen coordinates for the vertex.
Screen coordinates must be converted back to normalized device coordinates (NDC)
to apply viewport transformation. Unfortunately, the screen coordinates set are out of current viewport
and just clipped after transformation to NDC coordinates and viewport transformation.
Solution: use fullscreen viewport for modified vertex coordinates and
transform coordinates according to this viewport.
* Move calculations from drawLLETriangle to vertex shader.

EmuCR: GLideN64

Download: GLideN64 Git (2016/03/20)
Source: Here

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