The text bug also appears on my system... too bad ;C
https://imgur.com/0oUGmcc
https://imgur.com/0oUGmcc
This is exactly what I'm doing (or I miss something, could you develop?). Now the combiner is fully GLSL it can be considered "accurate" (not from a low level perspective of course but from the execution logic). So I'm removing everything that has been here to bypass the lack of flexibility I know have (constant color textures, old COGLCombiner class etc...).if i was you i would strip out all of the normal combiners and focus completely on your new fragment shader combiner. You'd be surprised how much that helps you clean up the code as well.
Hi guys!
I've finally push the most boring code part to do on a open source
project: Prepare extension calls!
This was necessary to bring back the cross platform stuff m64p project
is supposed to be.
So at this stage, the repo should compile at the same cross platform
level than before all my changes.
Next: "From what I understand", you "should" be able to compile in
OpenGL ES. I say should because for now, the only way I've been able to
tests for OGLES is hardcoding the driver flag in the Makefile:196, use
USE_GLES, and maybe hide some #if SDL_VIDEO_OPENGL stuff in osal_opengl.h.
I know, this does not seem sexy. Everything would became easier once
your feedbacks will came and the Makefile will be more consistent.
Why it take so long?
1) I've not been able to prepare a building env with my Raspberry Pie.
So the OpenGL ES code is not truely tested. I've tested actually
"forced" the Mesa GL ES driver of my chipset. It was working but I have
no idea if this is a relevant test case.
2) Seriously, the way to create OpenGL callbacks is a pain. So I have to
find "huge" amount of motivation to spend my little personal time to do
such boring stuff... But it's done now!
So now guys, I need you!
There is a true lack of "nice" OGLES way to compile
If anyone could compile this on various platform (I'm specially
interested by ES hardware) and report what they have to fight for etc...
If you also could compile the original repo to be sure it's a problem
coming from my modifications:
https://github.com/Narann/mupen64plus-video-rice << Mine
https://github.com/mupen64plus/mupen64plus-video-rice << official repo
(my modifs are not pushed yet)
There is still some code cleanup to do. I also know Zelda 64 as a tiny
clamping problems on the shader side (bringing to some dark dots in the
screen) but it should be ok for testing.
Any feedback is welcome. I'm also interested about performance feedbacks
(slower? faster?). I have the impression it's a little faster.
Once again, a big thanks to LittleBoy77. Your code really help me to
follow the good direction!
A big thanks in advance for all of you that could help me on this last
(but not easy) step!
Hope you like.