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WIP Builds 3 #1574
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I have a weird flickering in cruis exotica now with this build |
I don't have that issue (tested mupen64plus), maybe you need to clear your shader cache? |
Confirmed working here too |
No flickering here either. But there's lines around all 2d elements in all but native resolution. |
I was getting lines in Native Res.. |
actually it works, just an error from my side |
Thanks. Tested F-Zero X, i assume the recent fixes for it aren't implemented yet? |
Current master: F-Zero, optimized blending and other fixes. |
other fixes like WS? |
Ops, I forgot about WS hack. I'll do it tomorrow, if my memory will not fail me. |
No worries. |
Current master + fix_sprite_size branch: Built with Visual Studio 2015 |
great, a lot of tickets closed :) |
@gonetz there seems to be an issue where the plugin locks up after changing settings and exiting the GUI. |
@theboy181 Looks like switch to new QT version was not as smooth as it liked. I'll check it later. |
You also can download win32 builds for mupen64plus there: |
Still having issue with the emulator crashing on PJ64 when you play with the GUI settings. |
I had to click restore defaults, even though they were set to defaults, to get rid of some bugs I had with Perfect Dark. Is there something different in the ini, that it needs re-writing? I also have problem with tooltips taking a minute to disappear in my build with VS2015. |
Please open separate tickets for GUI issues |
In general it is pretty simple: this is a WIP release issue thread not a bug issue thread. So open for every kind of bug or issue a seperate thread with a reference to the build. In this manner this release thread stays clean |
@gonetz Could you post the current master here? Pretty please xD |
At least for mupen64plus: |
@DonelBueno https://drive.google.com/file/d/0B7uzNEsNOxQSbHJmNjZKbFFtZGs/view?usp=sharing (zilmar spec/Project64) , I'm not gonetz, but I used the wikipage they made and am able to compile my own GLideN64 versions. This is the current master. |
Thank you, @RugRats. I don't like installing tons of software just to compile a plugin build. @Papermanzero: Yeah, I know there are automated builds for Mupen64 now, but I use Project64. Thanks anyway. |
@RugRats Thanks :) @theboy181 "Still having issue with the emulator crashing on PJ64 when you play with the GUI settings." |
Current master: Update for the bilinear filtering fix:
|
Current master: Fixed rendering texrects in native resolution. |
Current master: 3-point texture filtering for mipmapped textures. |
Just tested 3-point texture filtering. Sadly seems still not implemented properly. Textures just appear bilinear filtered. No filtering artifacts present which are visible when using real hardware or pixel-accurate plugins. Also, now I am seeing missing triangles on certain objects like walls and floors. |
@DaRkL3AD3R Please open new issue if 3-point texture filtering does not work right, with screen shots of what is wrong and how it should be. This thread is for WIP builds links, not for fedback. |
Current master: Fixes. |
Hello. I have an error when I try to go to fullscreen with GlideN64: I tried different versions of GlideN64 including the public release 3.0 one. On Jabo, I can go to fullscreen no problem, so this means it's possible to go fullscreen on my PC, so why GlideN64 can't? Thanks. |
@thekarter104 please open new ticket for your problem. This thread is for WIP builds links, not for discussion. |
Current master: Also I prepared build of experimental "Threaded OpenGL API calls" by fzurita : #2014 : |
Gonetz, just a suggestion: could you add a comment balloon for FXAA, so that the layman users like me know the difference between using this anti aliasing option instead of the standard anti aliasing slider? Thank you so much for your hard work. |
Good point. I'll add tooltips for FXAA and MSAA. |
I would like to point out that you mainly want to try the threaded version if you have performance issues with GLideN64. |
Closed Issue #1598 still seems to be occurring in the 'Current' master of Gliden64 (dated 24th March) in Tetrisphere on Project64: |
@mcbpete check that "Use per-game settings" option is enabled. If it is off, set "Fix black lines between 2D elements" to Always. |
Hi gonetz - I'm so sorry, on my walk to work this morning I actually thought: 'I bet there's a per-game setting that uses that custom ini file, that I've not switched on'. Apologies again.... EDIT: Just got back from the office, I notice it'll still happen if the 'Internal resolution' is set to 'Original N64 resolution (most accurate)' and choosing either of the other two internal resolution modes will have some slight grid & striping artifacts using the current .custom.ini. I seem to get the least glitches with the following config (additions in bold), though again not using the 'Original N64 resolution' mode: [TETRISPHERE] |
Public Release 4.0 is out. |
You should link to the new thread, if there is one. :) |
WIP Builds 4 |
Continue there.
Current master:
https://drive.google.com/file/d/0B0YqMPjGo3B2OERNOEVHMGdaQ2c/view?usp=sharing
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