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Thread: GLideN64 blog

  1. #1
    Plugin Developer (GlideN64) Gonetz's Avatar
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    N64 GLideN64 blog

    Hello,

    I'll post details about my new project here: GLideN64 blog
    The blog is just started. New chapters will be added later.




    Demo video:
    Sorry for terrible English, my native language is C++

  2. #2
    EmuTalk Member
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    Very interesting.

  3. #3
    Sony battery Toasty's Avatar
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    Awesome progress for such a new project, and also very neat that you're posting your insights as you go. Thanks for sharing!

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    Yay for linux port as one of the goals Can't wait to see the progress on this, thanks for sharing and the best of luck with this new project

  5. #5
    Plugin Developer (GlideN64) Gonetz's Avatar
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    Thanks for your interest
    Sorry for terrible English, my native language is C++

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    EmuTalk Member
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    Wow, looks awesome!

    A tip about working with OpenGL; try not to exceed the OpenGL 3.0/3.1 specification, since that's what most current computers support (in my experience).

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    First HLE plugin emulating dithering noise

    Awesome!!
    Last edited by olivieryuyu; August 31st, 2013 at 23:11.

  8. #8
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    Quote Originally Posted by olivieryuyu View Post
    First plugin emulating noise

    Awesome!!
    Actually, glN64/Direct64 and Glide64 had at least partial noise support.

    But in none of the cases showed in the blog.

  9. #9
    EmuTalk Member mrmudlord's Avatar
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    Yes, Direct64 already used HLSL for noise, since HLSL has a noise() instrinsic.

    Lemme guess, OGL 3.0 with FBOs for HWFBE?

  10. #10
    Plugin Developer (GlideN64) Gonetz's Avatar
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    Quote Originally Posted by Fanatic 64 View Post
    Actually, glN64/Direct64 and Glide64 had at least partial noise support.

    But in none of the cases showed in the blog.
    Why should it be? Overview of other plugins is not my goal. I compare my current work mostly with my previous work.
    Glide API has an extension, which helped me to emulate alpha dither in Glide64. Color noise input was not emulated.

    Quote Originally Posted by mrmudlord View Post
    Lemme guess, OGL 3.0 with FBOs for HWFBE?
    Anything from the current glext.h. Yes, FBO for HWFBE.

    Sorry, I'm very busy atm, can't answer quickly.
    Sorry for terrible English, my native language is C++

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