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#1
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I couldn't find a way to enable HiRes Framebuffer effects on the plugin. I know Gonetz mentioned they were included ages ago but whenever a FB effect displays it just do it slowly and on the N64 native res...
I tried the following options without success: Enable frame buffer emulation/Hardware frame buffer emulation combo Render N64 frame buffer as texture... Can someone please explain it to me how can I have HiRes FB effects or its not possibly on Glide64Final... |
#2
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Any framebuffer effects that are copied to RAM to will rendered at the N64's native resolution. This is an inherent technical limitation.
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#3
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So there is no way to have HiRes FB effects like in Jabo's and the new GlideN64 plugin on Glide64Final?
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#4
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You can always store high-res frame buffers into whatever resolution you want to source from your rendering viewport; you just can't convert low-res, pre-stored pixel arrays into said high-res FB.
Server-side frame buffer is only available in one place, and the VI needs that to draw anything at all to the screen. What AmbientMalice is saying is that N64 memory cannot be capable of storing such high-res features. Client-side frame buffer is automatically exposed to the rendering context and can be whatever resolution you want--as high as you are able to set your render window canvas dimensions to. However it's obviously unavailable to N64 machine.
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