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Help with compiling Glide64mk2

F

Fanatic 64

Guest
I've tried to compile Glide64mk2 to try it with Mupen64Plus, but a bunch of files from external libraries and such are missing :crazy:

So, if someone would be kind enough to compile the plugin into a Win32 Release binary, I would appreciate it.

(Also if you got free time, you could also compile the following plugins:
https://bitbucket.org/wahrhaft/mupen64plus-video-arachnoid/
https://bitbucket.org/wahrhaft/mupen64plus-rsp-z64/
https://bitbucket.org/wahrhaft/mupen64plus-video-z64/

Again, I would appreciate that a lot)

Maybe you should consider making compiled versions of the plugins every month or so, would make the life easier :cool:
 

Imgema

Retro Hoarder
I'm a little lost, where is the correct file that must be downloaded? Download section seems empty but in the source section in mupen64plus-mxe-daily / i686-pc-mingw32 / i found "mupen64plus-video-glide64.dll" and "mupen64plus-video-glide64mk2.dll" are these the correct ones? And what "mk2" stands for?

(sorry, im new to mupen plus)
 
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squall_leonhart

The Great Gunblade Wielder
I don't have much faith in this Glide64mk2, not because of developer competency, but rather because it hit the proverbial brick wall in what could be done without rewriting the glide wrapper.

Computed Alpha is not possible via Glide64 for instance, while jabo's manages it somehow.

This effectively neuters the luminance capabilities that affect surface glossiness and sheen.... The n64 logo in OOT for example, is duller in glide64 than in Jabo D3D8.

Alot of code complexity could be avoided by rewriting to a API native to the operating system (OpenGL 3.x is my suggestion). as then you can use the shaders directly for computed alpha, instead of being restricted by the hardware capabilities of the Voodoo5.
 
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