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#1 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Posts: 1,756
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NextGL v1.5
This is a very interesting release. I've added new texture formats and have included support for full palleted textures! This will most accurately emulate PSX graphics at a decent speed. Also, using full paletted textures only consumes a maximum of around 2MB of memory! You should, of course, expriment with different settings to see which work best for your system
New texture page information: Memory usage guide - Page depth memory usage, etc. - 32-bit -> Uses about 256KB of memory per page. Considered to be truecolor. (Consumes a lot of memory.) 16-bit -> Uses about 128KB of memory per page. Considered to be truecolor. (Use this instead of 32-bit pages if you don't want to use palettized texutres.) Palettized -> Uses about 65KB of memory per page. Not true color, therefore it's not affected by the following: 1.) Memory management 2.) Sprite limiting (if the sprite's page depth is palettized.) 3.) Memory dumps Changes in this version: - Fixed a possible rectangle transparency problem - Improved the speed of MDECs by using a technique that I used recently in Next3D (A more advanced version of this will appear in later versions of my plugins.) - Fixed mixing alpha testing and blending together. Should work now for the new blending modes - Added the 1B - 1F (fake) blending mode - Added the 0.5B + 0.5F blending mode - Added the 1B - 1F (real) blending mode (thanks to Pete) - Added the 1B + 0.25F blending mode - Added 16-bit color mode as a valid primitive cache page depth - Added 8-bit (true color) as a valid primitive cache page depth - Added detection for paletted textures - Added the paletted texture cache - Both texture caches are now using version numbers. A bit more interesting that way I think - Added paletted textures as a valid page depth - All palletized modes now have dynamic CLUT modification. (Still doesn't work with some specific situations.) - Fixed the FPS counter. It can now handle up to 4 digits and doesn't leave any sort of misleading numbers behind - Added hardware brightness (like in Next3D) for much more accurate polygon and sprite brightness. - The debug output now reports memory in sizes of KB and MB instead of just MB. - Fixed a display/init bug that prevented some MDECs from displaying properly. FINALLY FIXED! - Added the "MDEC only" scanlines option requested by Metal Murphy. It's looking good Download Screen shots Enjoy!
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#3 (permalink) |
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Ataru Moroboshi Fan =)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2001
Location: Portugal, Oporto
Posts: 5,754
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So the scanlines worked out well afterall hey?!
Glad to see that i've help some one in here... Stay cool
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![]() -------------------------------- Computer Specs ---------------------------------- Intel Pentium IV Prescott 3.0 HT → 4x 512MB DDR-DIMM → ASUS GF 6800 GT Sound Blaster X-Fi → 2x Maxtor 80 GB (RAID 0) Hitachi 19'' Monitor → Cambridge Soundworks Desktop Theater -------------------------------------------------------------------------------------------- |
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