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  #1781  
Old 23rd May 2015, 04:02 PM
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^^^. Were the words crap and thanks used in the same breath?
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Last edited by theboy181; 3rd July 2015 at 04:57 AM.
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  #1782  
Old 23rd May 2015, 04:33 PM
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HatCat HatCat is offline
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Quote:
Originally Posted by ReyVGM View Post
Imagine if you take a native resolution screenshot with F3, then apply some filters to it.
Yes, except for the minor side detail that part of "apply some filters to it" includes filtering it up to 640x480.

That is, taking a native frame buffer resolution screenshot with F3 to 320x240 or whatever, then applying some filters to it--the hardware's first "filter" is to scale it to 640x480 in the first place. Any other hardware filter operation after that assumes a 640x480 canvas.

Maybe someday I can look at creating a separate application that can import an uncompressed BMP file (most likely being N64 frame buffer screenshots) and outputting it with filters, with an option to scale it to a custom resolution (may as well be 640) or to loop the filters in the source BMP resolution. But it would be something I would rather play with in a separate application first, because there's no telling how much extra code it would merge into the size of this plugin which is supposed to be written to assume hardware-accuracy.
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  #1783  
Old 3rd July 2015, 04:47 AM
ReyVGM ReyVGM is offline
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Quote:
Originally Posted by theboy181 View Post
^^^. We're the word crap and thanks used in the same breath?
"We are the word crap and thanks"?

?

I don't understand...

Quote:
Originally Posted by HatCat View Post

Maybe someday I can look at creating a separate application that can import an uncompressed BMP file (most likely being N64 frame buffer screenshots) and outputting it with filters, with an option to scale it to a custom resolution (may as well be 640) or to loop the filters in the source BMP resolution. But it would be something I would rather play with in a separate application first, because there's no telling how much extra code it would merge into the size of this plugin which is supposed to be written to assume hardware-accuracy.

That will be most welcomed
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  #1784  
Old 29th October 2015, 05:36 PM
ReyVGM ReyVGM is offline
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Hey Hatcat.

Any planned updates to the plugin? What are you going to implement next?
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  #1785  
Old 29th October 2015, 06:38 PM
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Quote:
Originally Posted by ReyVGM View Post
Quote:
Originally Posted by theboy181
^^^. We're the word crap and thanks used in the same breath?
"We are the word crap and thanks"?

?

I don't understand...
I'll correct his English (partly to be an ass, partly for fun).

He means, "Were the words 'crap' and 'thanks' used in the same sentence?"

Quote:
Originally Posted by ReyVGM View Post
Hey Hatcat.

Any planned updates to the plugin? What are you going to implement next?
In due time, I mean to get back to collaborating with angrylion about some other contributions as well as, possibly, more of the accuracy changes he's made in the original plugin. (Although, so far I've merged most of them in the fork.)

I have just been very excited and busy with a few other projects.

I plan to modernize the OpenGL renderer by the next release. Currently it uses mostly OpenGL 1.3 or 1.4 calls with dynamic support for pixel buffer objects, though I understand this much more thoroughly now than how I did at the time after working with WebGL and OpenGL ES. I plan to rewrite the GL rendering loop for drawing the texture rectangle on the screen, but the RDP will remain un-optimized as a matter of priority until subsequent releases. (One of the missing optimizations is the switch of compiler I did, which has a different strategy for automatic detection of when to do in-line expansion for important functions.) I may temporarily add DirectDraw code to the plugin to make sure I have something to compare my optimized OpenGL result against. (The upstream DirectDraw plugin is too different to compare DX and GL directly in this regard.)

I also plan to re-investigate the filtering wrap-around leak issue of the floating-point screen coordinates when "Force NN" is unchecked in the plugin. This may or may not improve the filtering quality for you when you downscale to 320x240.

I also plan to rewrite the plugin's configuration to be easier to maintain and more portable.

Again, all in due time. Many other exciting projects to keep track of, not just my own.
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  #1786  
Old 31st October 2015, 08:39 PM
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Quote:
Originally Posted by HatCat View Post
I'll correct his English (partly to be an ass, partly for fun).

He means, "Were the words 'crap' and 'thanks' used in the same sentence?"



In due time, I mean to get back to collaborating with angrylion about some other contributions as well as, possibly, more of the accuracy changes he's made in the original plugin. (Although, so far I've merged most of them in the fork.)

I have just been very excited and busy with a few other projects.

I plan to modernize the OpenGL renderer by the next release. Currently it uses mostly OpenGL 1.3 or 1.4 calls with dynamic support for pixel buffer objects, though I understand this much more thoroughly now than how I did at the time after working with WebGL and OpenGL ES. I plan to rewrite the GL rendering loop for drawing the texture rectangle on the screen, but the RDP will remain un-optimized as a matter of priority until subsequent releases. (One of the missing optimizations is the switch of compiler I did, which has a different strategy for automatic detection of when to do in-line expansion for important functions.) I may temporarily add DirectDraw code to the plugin to make sure I have something to compare my optimized OpenGL result against. (The upstream DirectDraw plugin is too different to compare DX and GL directly in this regard.)

I also plan to re-investigate the filtering wrap-around leak issue of the floating-point screen coordinates when "Force NN" is unchecked in the plugin. This may or may not improve the filtering quality for you when you downscale to 320x240.

I also plan to rewrite the plugin's configuration to be easier to maintain and more portable.

Again, all in due time. Many other exciting projects to keep track of, not just my own.
Again, all in due time. Many other exciting projects to keep track of, not just my own. What others pray tell?
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  #1787  
Old 31st October 2015, 08:41 PM
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theboy181 theboy181 is offline
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We are crap!!

Th and for the conversion.
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  #1788  
Old 31st October 2015, 09:08 PM
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no fuck no
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  #1789  
Old 2nd November 2015, 03:00 AM
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What others pray tell?
I like to contribute to non-emulation projects, too, but most of them are small enough that it becomes a matter of just working with friends on little projects really.
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  #1790  
Old 20th February 2016, 07:36 AM
uVSthem uVSthem is offline
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Does anyone know where to download the latest updates to the plugin? The link to the Emuchat forum in the first post is not working.
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