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Forum: Open Discussion 11th November 2016, 12:24 AM
Replies: 14
Views: 12,048
Posted By mudlord_
What would be nice is something equivalent to...

What would be nice is something equivalent to z64gl but rewritten for modern systems and using up to date research. Pity that will never happen. :mad:
Forum: Open Discussion 13th July 2014, 03:05 AM
Replies: 1,800
Views: 772,482
Posted By mudlord_
http://stackoverflow.com/questions/1715224/very-fa...

http://stackoverflow.com/questions/1715224/very-fast-memcpy-for-image-processing

Been reading some stuff for SSE, wonder if this applies for newer MSVC versions still.

Though I do have to...
Forum: Open Discussion 24th June 2014, 12:08 AM
Replies: 182
Views: 50,492
Posted By mudlord_
I have been thinking some things. My concern...

I have been thinking some things.

My concern is how to do dynamic combine modes as done in angrylion's plugin, but for HLE using GLSL shaders. Apparently Gonetz has solved this puzzle, but are...
Forum: Open Discussion 22nd June 2014, 09:46 AM
Replies: 1,800
Views: 772,482
Posted By mudlord_
yeh, BGRA pixel formats were added to OGL 1.2

yeh, BGRA pixel formats were added to OGL 1.2
Forum: Open Discussion 22nd June 2014, 03:19 AM
Replies: 1,800
Views: 772,482
Posted By mudlord_
why not do GL_BGRA

why not do GL_BGRA
Forum: Open Discussion 16th June 2014, 08:10 AM
Replies: 1,800
Views: 772,482
Posted By mudlord_
Ah yes, compiler "optimizations" breaking code....

Ah yes, compiler "optimizations" breaking code. The bane of my existence when im coding keygens, demos or my exe encryptor/packer.

In MSVC, the #pragma's for disabling code optimization on code...
Forum: Project 64 - v2.x - Issues 14th June 2014, 02:50 AM
Replies: 3
Views: 10,544
Posted By mudlord_
No, it was completely intentional. I need such...

No, it was completely intentional. I need such behaviour from pj64 when debugging code.
Forum: Project 64 - v2.x - Issues 14th June 2014, 02:46 AM
Replies: 3
Views: 10,544
Posted By mudlord_
Thank you for posting this. I thought I was at...

Thank you for posting this.
I thought I was at a dead end for debugging things.
Forum: Open Discussion 13th June 2014, 11:22 PM
Replies: 182
Views: 50,492
Posted By mudlord_
HLE software rendering, nice idea.

HLE software rendering, nice idea.
Forum: Open Discussion 13th June 2014, 11:08 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
Tried some opengl source code from some sites...

Tried some opengl source code from some sites like codesampler.com?

Should be helpful when making a OGL1.1 render context.
Atm I am playing with Mupen64Plus, I hope to get a render window working...
Forum: Open Discussion 13th June 2014, 06:04 AM
Replies: 182
Views: 50,492
Posted By mudlord_
Yah, Glide64's code is a bloody trainwreck. Avoid...

Yah, Glide64's code is a bloody trainwreck. Avoid rewriting it like the plague.
gln64's is slightly less weird, z64 is LLE, and Rice is just for ricers...
Forum: Open Discussion 11th June 2014, 10:17 PM
Replies: 182
Views: 50,492
Posted By mudlord_
gln64 messes up? that doesnt bode well..........:(

gln64 messes up? that doesnt bode well..........:(
Forum: Open Discussion 2nd June 2014, 09:00 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
Tried porting the inline ASM back to C?

Tried porting the inline ASM back to C?
Forum: Open Discussion 27th May 2014, 09:26 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
Don't have a video card supporting D3D10/OGL3?

Don't have a video card supporting D3D10/OGL3?
Forum: Open Discussion 23rd May 2014, 12:29 PM
Replies: 1,297
Views: 762,303
Posted By mudlord_
I think its a LLE question as I remember a...

I think its a LLE question as I remember a comment by angrylion saying that sometimes content in previous pixels is used when blending/combining or something along those lines.

Because, I was...
Forum: Open Discussion 22nd May 2014, 10:24 PM
Replies: 1,297
Views: 762,303
Posted By mudlord_
Float to integer. Then, there is a additional...

Float to integer. Then, there is a additional opcode for setting the rounding mode.

Serious question tho: Know any games that use the PREV combiner mode, for getting input from previous pixels,...
Forum: Open Discussion 20th May 2014, 01:38 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
This is exactly the problem with all the sold...

This is exactly the problem with all the sold Android ports of free GPLed software. They never bother to contribute back.
Forum: Open Discussion 19th May 2014, 10:46 AM
Replies: 1,800
Views: 772,482
Posted By mudlord_
wouldnt it be easier just making a new n64 emu...

wouldnt it be easier just making a new n64 emu based on current research from pj64/cen64/1964?
Forum: Open Discussion 16th May 2014, 05:53 PM
Replies: 182
Views: 50,492
Posted By mudlord_
Yah, the rdp_store_list function is a blatant rip.

Yah, the rdp_store_list function is a blatant rip.
Forum: Open Discussion 16th May 2014, 01:57 PM
Replies: 834
Views: 878,940
Posted By mudlord_
We all know shunyuan stole code from Z64 to do...

We all know shunyuan stole code from Z64 to do its asynchronous RDP multithreading...................
Forum: Open Discussion 16th May 2014, 01:56 PM
Replies: 26
Views: 7,129
Posted By mudlord_
oh yes, we need more illicit drug use. because...

oh yes, we need more illicit drug use. because drugs are fun.
Forum: Open Discussion 16th May 2014, 01:48 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
Maybe thats another feature to get people to code...

Maybe thats another feature to get people to code emulators from scratch....
Forum: Open Discussion 15th May 2014, 05:29 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
you mean those directx wrappers? not sure.

you mean those directx wrappers? not sure.
Forum: Open Discussion 15th May 2014, 05:20 PM
Replies: 1,800
Views: 772,482
Posted By mudlord_
Yes. * Requires Windows Vista * Requires...

Yes.

* Requires Windows Vista
* Requires Direct3D 10
* Doesnt support certain surface formats unless you use Windows 8
* Controllable filtering
* Supports vectored rendering so you can easily...
Forum: Open Discussion 15th May 2014, 10:24 AM
Replies: 1,800
Views: 772,482
Posted By mudlord_
OGL 1.1 should be enough for simple blitting. OGL...

OGL 1.1 should be enough for simple blitting. OGL 1.5 if you wanna do the crap shunyuan did, and OGL 3.3 for fancy stuff like VI filters as shaders.
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