Hello!
Sorry for lack of updates. I spent about a month in total on vacations far from my PC. Siberian summer is short, and besides I really needed to rest because of heavy load on my work.
Nevertheless, I completed the tasks I started this spring.
First, I fixed issues with mapping of HD textures. The whole story is there: https://github.com/gonetz/GLideN64/issues/1885
In short: N64 hardware has peculiarities in texture wrapping and mirroring. I did not find a good way to solve all the issues using OpenGL texture wrapping and mirroring, even with extensions. So, I wrote texture clamping, wrapping, and mirroring shader. It can be slower (nobody complained yet) but it completely emulates work of N64 hardware. Now Nerrel can continue his great "Majora's Mask N64HD Project" with GLideN64 as target graphics plugin. Also, I fixed two regressions caused by my changes in texturing code.
Second, I implemented file-based format for HD textures storage, see my previous post.
And the last but not the least: I finally completed depth buffer copy to the main depth buffer. The whole story is here:
https://github.com/gonetz/GLideN64/issues/1548
This feature is to support Reshade's depth-based effects, such as SSAO and SidebySide 3D. It was tricky. The success is result of collaboration with Reshade developers Boulotaur2024 and Crosire.
All these features are included into my latest WIP build: https://drive.google.com/file/d/15IFiEiLesOb7Ad5F8FxdWkqc0wdGXe6E/view?usp=sharing
I also highly recommend to visit Nerrel's YouTube channel:
https://www.youtube.com/nerrel
Here you will find very nice videos with his Majora's Mask N64HD Project (running on GLideN64). Some videos also demonstrate how Reshade's depth-based effects work with Majora's Mask.