mudlord
Banned
This might give me time to play catchup and get a recent chunk of code from the SVN server.
Indeed :king:
This might give me time to play catchup and get a recent chunk of code from the SVN server.
Ok I will try the new source tree and see what I need to install to get it to compile (getting the SDK's to install under win2K is possible MS is really being silly these days but what else is new with them? See Vista see OSX copy DOH).
Anyhow OpenGL 3.0 spec is soon to be released it is is not a MAJOR change to the Spec just some pruning of no longer used features etc. Although I am a little leery of removing the OpenGL 'begin' and 'end' bits. I'm not exactly sure what this will acomplish however I suspect that they assume that everything is running on a machine so damned fast that the dynamic recompiler of the intermediate code sent to the GPU will make up for this?
On lower end machines IE emeded systems this is a completely different matter. EGL 2.0 spec is out too
Doh.. I can use an older version then. I feel silly. It's better for me to beat on the stable version and then reintegration can be handled later. I'll do some adjustments and see what I can get going on my system (as slow as it is).mudlord said:Hehe, okay. All you should need is the headers and libs from the DX8.1 SDK if you want to compile the stable version. Development one needs the DX9 one.
I hope not as well. DX breaking is primarily a comercial reason. MS does not want to leave control of all that to other people so that is the route they've taken. It's quite the political move.mudlord said:I havent read up on the new OGL developments to be honest, so OGL 3.0 is quite new to me. I would imagine they'll still keep compatibility, hopefully, with older OGL versions, instead of taking the DX10 route of completely breaking backwards compatibility for the sake of extra things....
OGL ES is a much more simplified standard. IE it moves to a more straight foward path for handling things instead of the 'it depends on the OS' method for normal OGL. In simple terms it doesn't have as many complicated mechanisms for determining features (IE all the wonder extension probing) that MIGHT be implemented.I heard that the PS3 uses OGL ES for graphics. Still, im not too familiar with ES.
It's better for me to beat on the stable version and then reintegration can be handled later. I'll do some adjustments and see what I can get going on my system (as slow as it is).
DX breaking is primarily a comercial reason. MS does not want to leave control of all that to other people so that is the route they've taken. It's quite the political move.
As for wither the PS3 supports it or not, well I don't know to be honest.
I hope so (LOL). Knowing my good fortune thus far I'll have to spend half a day getting the thing to compile the base code. (sigh)Alright, sounds cool.
Welcome to Steve Balmar, the man who killed Silicon Graphics in 2 years. I'm not sure Vista will be adopted wholesale, things are definately not looking up as much as MS wanted. As for procedural content generation, that sounds VAGUELY like OpenGL version 1.0 (sorry couldn't help but snicker how MS 'adopted' the features of OGL into DX over time). I think MS still has a seat on the OpenGL board oddly.Yeah, and also it helps force adoption of Vista. I intend to steer clear of it as much as possible tho for gaming, since DX9 for me is more than enough graphics-wise, and I don't need to blow money and time on DX10, when a lot of the techniques it uses, like procedural content generation, can be done already..
They made there own variant? (How very Sonyesq) Just like they adopted Linux but the variant available for the PS2 was too crippled to do real developement on (IE you couldn't do squat toward game developement with it other than for someone who had Sony Linux for the PS2).From my research, PSGL is the API it uses. A subset of that is indeed OpenGL ES.
I'm wondering if it will have the same broken things as VS2005? (sorry I'm pessimistic today). Are you going to port your latest code branch to using that environment or start with a 'known' set of code that compiles under it?In other news, I am acquiring Visual Studio .NET 2003 Professional. I intend to try out some things with it, as it is the original compiler Rice used when he was coding.
I hope so (LOL). Knowing my good fortune thus far I'll have to spend half a day getting the thing to compile the base code. (sigh)
Welcome to Steve Balmar, the man who killed Silicon Graphics in 2 years. I'm not sure Vista will be adopted wholesale, things are definately not looking up as much as MS wanted. As for procedural content generation, that sounds VAGUELY like OpenGL version 1.0 (sorry couldn't help but snicker how MS 'adopted' the features of OGL into DX over time). I think MS still has a seat on the OpenGL board oddly.
They made there own variant? (How very Sonyesq) Just like they adopted Linux but the variant available for the PS2 was too crippled to do real developement on (IE you couldn't do squat toward game developement with it other than for someone who had Sony Linux for the PS2).
GT 64 Championship Edition (E) and (U) [!] --> check Increase TextRect Edge
now if only the framebuffer effects worked in OGL...
it seems it only hardlocks the screen when using Direct3D
take a look at the mirror shield in OoT and you'll see what i mean... take a look at the one in MM as well coz im sure it has some iregularities as well
ajora's mask is missing the blur effect used when your on the moon, and the distance cut off seems to low.... the kids running around the tree appear further way on Jabo's plugin then on Rice Video
on both the N64 and Jabo's the Children become visible from further away then on RV.
How about a little button the plugin adds in the configuration menu that dumps:
All Rice Related Video settings (in a neat well defined manner )
All System Related Settings that might affect the plugin (GFX card version of D3D OS information etc.)
All Emulator Related Settings (anything that is possible to get at least) that might affect it as well.
to the clip board then they can paste it into a message so that people can dicipher what the problem.