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EmuCR: GLideN64GLideN64 Git (2016/06/20) is compiled. GLideN64 software_depth_render is a branch of GLideN64. GLideN64 is a new generation, open-source graphics plugin for N64 emulators

GLideN64 software_depth_render Git Changelog:
* Mark depth buffer object as not cleared after software render draw to RDRAM.
Fixed pause screen in Zelda OOT.
* Add software depth buffer render option to GUI.
* Implement software depth buffer render.
* Code refactor: rename CLIP_Z to CLIP_W
* Fix GL error when open Zelda OOT pause screen.
* Move TextureFilterHandler class to separate files.
* Code refactor: replace NULL by nullptr.
* Fix fb texture size for ColorBufferToRDRAM.
Fixed crash in ColorBufferToRDRAM::_initFBTexture on Perfect Dark start.
* Allowing building GLideNHQ using GLES2
* Rename filter() shader function to texFilter() since "filter" can be a reserved keyword #1020
* Update ColorBufferToRDRAMStub.cpp to match recent commits
* Rename ColorBufferToRDRAMDesktop to ColorBufferToRDRAM_GL
and ColorBufferToRDRAMAndroid to ColorBufferToRDRAM_GLES
* ColorBufferToRDRAM: use inner buffer for pixel data to avoid memory allocation/deallocation.
* Fix PBOs in Android
* Fix Texture Cache on Raspberry Pi
The Raspberry Pi only supports 32768 GPU memory allocations
see https://github.com/raspberrypi/firmware/issues/611
Each texture takes 2 allocs, so the max is around 16000, I've set it to 15000 to be safe
* Remove unused uniform uDepthScale from GLES2 shaders.
* Disable uDepthScale check on GLES2
It is not used for GLES2
* Make uTestColor non-uniform
GLSL ES 1.0 doesn't like when you initialize a uniform
* This makes gliden64.log a little easier to read
* Change depthInternalFormat to GL_DEPTH_COMPONENT16 for GLES2
* Add config option enableNativeResTexrects.
Support in GUI and mupen64plus settings.

EmuCR: GLideN64

Download: GLideN64 Git (2016/06/20)
Source: Here



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