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  #11  
Old 19th May 2013, 04:32 AM
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Originally Posted by nintendo1889 View Post
PJ64 needs a new graphics plugin nevertheless, or at least one that is fixed up. Never mind the Glide API being used, either OpenGL or D3D would suffice.
How about SDL video subsystem?
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  #12  
Old 19th May 2013, 05:17 AM
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Originally Posted by FatCat View Post
How about SDL video subsystem?
Not sure about that API as I'm not too familiar, but if it's effective and fixes a lot of the issues that plagued Glide 64, go for it
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  #13  
Old 20th May 2013, 02:15 AM
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How about SDL video subsystem?
No. -_-.....
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  #14  
Old 20th May 2013, 02:18 AM
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Originally Posted by squall_leonhart View Post
No. -_-.....
Well, it's better then Glide, right??
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  #15  
Old 20th May 2013, 02:44 AM
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Originally Posted by squall_leonhart View Post
No. -_-.....
This ^^ XD
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are you american or something
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  #16  
Old 20th May 2013, 02:49 AM
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Originally Posted by squall_leonhart View Post
No. -_-.....
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Originally Posted by ExtremeDude2 View Post
This ^^ XD
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  #17  
Old 20th May 2013, 02:58 AM
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SDL is just another wrapper to whatever system api it decides to target.
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  #18  
Old 20th May 2013, 03:04 AM
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It does seem to redirect to other video APIs....
It is not very professionally documented, but it's amazingly simple.


Let me elaborate on this.
What I need is a software rasterizer for back-porting the latest complete pixel-accuracy research from MAME, to the more functionally event-oriented zilmar plugin specs, so that it's more readable, less cluttered, and I can optimize the core RDP emulation functions and worry about gfx APIs later, hardware acceleration features of OpenGL, etc.
So it won't be any API forever, especially SDL.

But as far as starting out pixel-perfect goes, I'm not certain what to target.
I might need to do a Windows GDI version, which would definitely solve API dependency issues, not sure if there are other ways.
Other APIs? I know so few.
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  #19  
Old 20th May 2013, 03:22 AM
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Quote:
Originally Posted by squall_leonhart View Post
SDL is just another wrapper to whatever system api it decides to target.
Granted, something should be done about GPU plugins for N64 emulators; all of them are dead and are grossly inaccurate. Jabo's is closed source, and Glide 64, I doubt anyone can fix due to being FUBAR.
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  #20  
Old 20th May 2013, 03:37 AM
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Quote:
Originally Posted by nintendo1889 View Post
Jabo's is closed source,
The only thing that really matters is the independent code.
The internals, the main memory and CPU systems, the RCP functions...

The choice of API is widely documented and entirely open knowledge.
I would never look too much at the source to Jabo's plugins since the code is extremely centralized (not only with Windows, but Project64) and would not make the core information very presentable. Great plugins, don't get me wrong.

But, from what I've learned, the functions of the RDP graphics behaviors are based on one of the OpenGL specifications. This provides a plus to analyzing OpenGL or software-rendering plugins, not Direct3D plugins.
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