Changelog
Added 2017-11-05 16:31:54 +0000 UTCHello,
The list of changes made in period September 30 - November 5:
* Added support for Visual Studio 2015. Building for Windows made as simple as possible, see https://github.com/gonetz/GLideN64/wiki/Build-From-Source-(Windows).
* Fixed issue in mip-map textures load. That fixes regression in Star Wars Shadows of Empire.
* Fixed issues with sprite coordinates. This removes black lines between sprites in some games.
* Point lighting for Zelda MM added to master.
* Large vertex loading code refactoring.
* Fixed missing graphics in Pokemon Puzzle League.
* Gauntlet Legends boots and works without flickering. It works only with latest mupen64plus.
* Fixed black polygons issue in Vigilante 8.
* Fixed crash in Vigilante 8: 2nd Offense Menu.
* Implemented alternative method of pre-compiled combiners shaders load. If you have shader storage enabled, plugin saves all shaders it created for currently running rom in special storage. Shaders loaded from storage on rom start, which is better than create them dynamically during gameplay. That storage reset to zero when you change some plugin parameters, e.g. enable/disable hardware lighting. Now plugin will recompile all rom's shaders it previously collected when shaders storage becomes incompatible with current settings. It is almost instant process.
* Fixed flickering when copy color to RDRAM and RDRAM to color buffer are enabled. Useful for Pokemon Snap
* Do not create noise textures random data on save states load. This removes pauses on save states load.
* Fixed various issues with shaders generation.
* Fixed FBInfo support, aka "Use emulator help to read/write frame buffers".
* Fixed FPS counter for games, which use two display lists per frame.
* Implemented YUV-to-RGB color space conversion in shaders. This fixes projectile effects in Killer Instinct Gold.
* Fixed several issues with hires textures support. There was a bunch of very hard to find and fix bugs.
* Code cleanup, code stability fixes etc.
Comments
Sorry for late answer. All hires texture fixes are in the current WIP build on GitHub.
2017-12-17 13:41:07 +0000 UTCWhich files?
2017-12-17 13:20:00 +0000 UTCYour easy build guide was missing a few key files in "qt-everywhere-opensource-src-5.7.1" that failed to compile...
2017-12-05 02:32:50 +0000 UTCGreat work. Were the hires texture fixes already finished as of the Oct. 8th WIP build? I've noticed an issue with a specific texture using it, but I don't want to report it if it's already fixed.
Nerrel
2017-11-11 02:10:09 +0000 UTC