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Gliden64
Gliden64

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Changelog March 2018

Hello! Traditional monthly changelog:
* Fixed an old bug with load of texture tiles, which are larger than actual texture in TMEM. This bug was inherited yet from glN64 :( It caused various mysteriously looking texture issues, see  https://github.com/gonetz/GLideN64/issues/1716 for example. Another old issue fixed as well: https://github.com/gonetz/GLideN64/issues/159
* Fixed numerous issues with "Render 2D elements in N64 resolution". This option greatly improves quality of 2D in some games, but sometimes its use caused glitches.
*  Logan McNaughton made several optimizations in OpenGL back-end.
*  Logan McNaughton added support for "No Near-Plane clipping" mode for GL ES. It fixes clipping issues on mobile devices with modern GPU.
*  Logan McNaughton fixed  shaders storage support for GL ES2.
*  Logan McNaughton made refactoring in GLideNHQ to make it use graphics back-end instead of direct use of OpenGL headers.
* gizmo98 refactored NEON asm code.
* Added support for Travis CI.  Travis CI now does Continuous Integration builds of GLideN64 for Linux and MacOsX.
* hissingshark added support for Vero4k: Amlogic s905x box running OSMC/debian.
* Provenance, an iOS/tvOS Frontend for multiple emulators, is going to use GLideN64 in its port of mupen64plus. Joe Mattiello (JoeMatt) added necessary changes to support iOS.
* Me and  Olivieryuyu continue to work on  High Level Emulation of "Star Wars Episode I - Battle for Naboo".  Alpha build is available for backers of Indiegogo campaign at  https://igg.me/at/indihle and for all patrons.

Comments

Nice :D

the_randomizer89


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