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Messages - Mikhail

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31
General Discussion / Re: Gles2glide64 Tests
« on: May 18, 2013, 04:17:21 AM »
Mario Kart 64 keeps closing on the map select screen using Gles2glide64 and gles2n64 due to low memory able to resume in-game though, gles2rice works fine.

Super Mario 64 no improvement flickering remains, I guess you didn't add a profile for the Iconia B1 A71.

32
General Discussion / Re: Glide64 Bias Factor Test
« on: May 15, 2013, 08:40:39 AM »
0.4
for PowerVR SGX 531 that stops the castle sun/star circle and the carpet outside the castle door from flickering but the tree roots / base shadow area still flickers as well as Mario's shadow.

What are the default settings for gles2n64 in N64oid? I'm assusimg it uses gles2n64 because of the fog setting.

I don't get any flickering at all in N64oid but gles2n64 and gles2rice both have the same above flickering problem in Mupen64PlusAE as glide64mk2 below 0.4 bias.

Also whilst outside gles2rice constantly renders a extra block of sky in the left hand top corner when using First primitive draw.

33
Support / Filter crash
« on: May 06, 2013, 05:50:12 PM »
I was trying to play CBFD using the trilinear, bilinear filters but it crashes the emulator instantly my gpu is  PowerVR SGX531.

34
Support / Re: Resident evil 2
« on: May 06, 2013, 05:31:45 PM »
Menu textures showup properly if you use the Glide64mk2 plugin with the test version, but in-game still seems to have what I think is a framebuffer access problem when trying to render the backgrounds and masks.

Not sure if relevant but can replicate the framebuffer access black screen issue in epsxe also by setting the framebuffer access to 1 or 3 with pete's OpenGL 1.77 plugin.

http://www.youtube.com/watch?v=xQefHesrqOI
Here's video of some guy playing using glide wonder++ he changes some settings at 2:36

Displaying fps counter also seems to make it crash.

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