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  1. #11
    EmuTalk Member
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    Or you could you know... just use mupen64plus libretro right now.

    Once this version of Glide64 starts becoming more finished I might decide to make it available as a standalone Zilmar-spec plugin too. Right now it's exclusive to the libretro port and baked in with it.
    Last edited by squarepusher2; February 5th, 2014 at 19:26.

  2. #12
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    Whatever, I like standard bilinear filtering anyway

    One question, is this texture filtering algorithm integrated in Glide64 itself (in Glide API) or in the wrapper?

  3. #13
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    Quote Originally Posted by Fanatic 64 View Post
    Whatever, I like standard bilinear filtering anyway

    One question, is this texture filtering algorithm integrated in Glide64 itself (in Glide API) or in the wrapper?
    Glide64 is a rasterizer that is mostly CPU-bound. It is not really all that much different from the implementation of the RDP found in CEN64/MESS really - just more inaccurate (but it can be fixed I believe).

    All the Glide part is used for is texture generation/sampling, vertice processing and final output image generation - and some other stuff that I'm not mentioning right now.


    Anyway, I have nearly rewritten Glide64 entirely so that it is more maintainable - and I don't care about supporting 3Dfx Voodoo cards that nobody has or uses anymore - so I have taken liberties with the 'wrapper' part. Don't expect the 3-sample code changes to be easily portable to any existing plugin out so far. It's GLSL too so it would need to be a GL plugin - D3D need not apply.

  4. #14
    Plugin Developer (GlideN64) Gonetz's Avatar
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    Am I right that author of the original algorithm is ArthurCarvalho and author of GLSL implementation in mupen64plus-libretro is twinaphex ?

    And the question regarding the GLSL implementation:
    for each read texel the following manipulation is applied:

    c = vec4(c.rgb*c.a, c.a);



    Why? That makes the algorithm not applicable to textures with zero alpha.
    Last edited by Gonetz; March 5th, 2015 at 17:06.
    Sorry for terrible English, my native language is C++

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