Plan for Project Completion
If you love emulation you know how that an ideal graphics plugin must be:
Support all games
Provide perfect picture
Have little-to-none settings
Free to use
The goal is to bring GLideN64 as close to ideal as possible. I see the project ready for public release if the following conditions are met:
It works as stable as the emulators which use it
It has no performance problems
It has a functional and easy-to-use user interface
It has a compatibility level similar to the top N64 Graphics plugins
It supports texture enhancement mechanisms, like SAE
It supports load of high-resolution textures
It supports Windows and Linux
Pluginís unique features are well polished
Source code is clean, free and open-source, licensed under the GPL
All of this needs to be implemented. Due to my experience in graphics plugins development I can quite precisely estimate the amount of time necessary to fulfill the requirements listed above. Three months of full-time (8-10 hours/day) work is the bare minimum. Also, I will not work alone. Another member of the project is Olivier Thacker. You may remember him as the main beta tester in Glide64 project. Olivier will play a role of beta test coordinator on a voluntary basis.
The basic time-line for this process:
Fix stability issues
Implement missing functionality to achieve compatibility equivalent to Glide64. glN64 was released 10 years ago and even then it was not the most compatible plugin. Lots of work here.
Add texture enhancement and hi-res texture load.
I plan to rewrite the GlideHQ submodule from the Glide64 project to add OpenGL texture formats.
Lots of work need to be done in the plugin to support all the features of GlideHQ.
Portable user interface
Support for game specific profiles
Establish a bug-list
Rearrange support forum
Establish a GitHub repository for the source code.