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Old March 8th, 2003   #1 (permalink)
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Geese Howard's Avatar
 
Join Date: Nov 2002
Location: Brazil
Posts: 84
pete´s opengl 1.69 issue

i use this setting for 1.68 version

Plugin: Pete's OpenGL Driver 1.1.68
Author: Pete Bernert
Card vendor: NVIDIA Corporation
GFX card: RIVA TNT2/PCI/SSE/3DNOW!

Resolution/Color:
- 640x480 Fullscreen - NO desktop changing [16 Bit]
- Keep psx aspect ratio: off

Textures:
- R8G8B8A8
- Filtering: 4
- Hi-Res textures: off
- VRam size: 0 MBytes

Framerate:
- FPS limitation: on
- Frame skipping: off
- FPS limit: Auto

Compatibility:
- Offscreen drawing: 0
- Framebuffer texture: 3
- Framebuffer access: 3
- Alpha multipass: on
- Mask bit: off
- Advanced blending: on

Misc:
- Scanlines: on [210]
- Line mode: off
- Unfiltered FB: off
- Dithering: on
- Screen smoothing: off
- Screen cushion: off
- Game fixes: off [00000002]


In 1.69 version, i tried to use the same setting, but in mdecs (from tekken2, for example), the colors are wrong, like if i set texture quality to R4G4B4A4.
To solve it, i need to change to 32bit...
What´s wrong??
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Old March 9th, 2003   #2 (permalink)
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Location: Chicago, Oak Lawn
Posts: 767
The new feature of v1.69, if you use 16Bit color, it will automatically select 15Bit color for MDECs, (From the Configs, I can see U R using 16Bit) so try using 32Bit besides the resolution selector!! it should repair that issue!!
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Old March 9th, 2003   #3 (permalink)
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Location: Germany
Posts: 874
yup, my logic was: why waste all the upload speed, when the final resulting image will be 16 bit anyway?

But maybe I will change that in the next version again, and do the 15 bit mdecs only if the user really has enabled the "force 15 bit mdec" option (I have forgotten that some 16 bit screen modes will do 565 colors, not only 555... so in fact the mdec colors may be slightly reduced in 16 bit mode, compared to older plugins).
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Old March 9th, 2003   #4 (permalink)
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ok. i´ll wait....
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