bositman
07-19-2002, 09:23 AM
Yet another great release by pete adding 2x sai engine and improving the sprite shaking(e.g. FF9).Great work Pete! http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif
Well here's the whole thing:
- While the last releases were mainly bug fixes and compatibility
stuff, 1.64 has only one purpose: to improve the graphics
(yeah, we all love that http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif)
- Ok, the first change takes care about some unwanted texture
shaking that was happening in my hw/accel plugins. That
doesn't mean that now all psx texture wobbling is magically gone,
only some issues caused by the internal texture alignment has
been improved. Thanx to Shadow Lady for the 'shaking Lara'
save state http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif
- And now for the real graphical boost (note: if you don't want to
read (maybe boring) background informations, you can skip this
part):
I was long time no friend to special texture filtering ideas. I always
did see big problems arise when the original psx texture data gets
changed by filters, and it's already hard enuff to render the original
unfiltered psx textures on hw/accel APIs without glitches.
Anyway, last week there was a small ngemu forum discussion
about filtering again, and to proove E}I{ wrong (who was telling
that 2xSaI filtering on textures should work well), I downloaded the
latest OpenGL plugin from NickK, to make some screenshots with
that texture filtering method.
NickK always is a pioneer when it comes to interesting new ideas
(like his full screen smoothing or... tada... 2xSaI texture caching),
but this time I wanted to use his plugin to show the various problems
which will occur with pre-filtered textures (shame on me ;))
Anyway, I've tried all kind of games with his plugin and 2xSaI textures,
and yeah, I did see glitches caused by the filtering, but strange enuff
not the problems I have expected to see (only some texture alignment
gaps and garbage, and big slowdowns, but not the expected texture
distortions... good work, NickK, btw http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif.
So of course I had to do two things:
a) to apologize to E}I{ for prooving _me_ wrong (tststs, ehehe), and
b) to drop a mail to Derek Liauw, the creator and copyright holder
of the 2xSaI algorithm, asking him for permission to use his func
in my (not GPLd yet) hw/accel plugins.
And yeah, Derek happily allowed me to use the 2xSaI func (since
he is enjoying epsxe and my plugins, too http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif), and I have to admit it
wasn't difficult to add to my source... I had to change it somewhat
to handle my texture color depths and alpha values, and to avoid
problems at the texture area borders, but that was all...
Last edited by bositman at 1027092338
Well here's the whole thing:
- While the last releases were mainly bug fixes and compatibility
stuff, 1.64 has only one purpose: to improve the graphics
(yeah, we all love that http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif)
- Ok, the first change takes care about some unwanted texture
shaking that was happening in my hw/accel plugins. That
doesn't mean that now all psx texture wobbling is magically gone,
only some issues caused by the internal texture alignment has
been improved. Thanx to Shadow Lady for the 'shaking Lara'
save state http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif
- And now for the real graphical boost (note: if you don't want to
read (maybe boring) background informations, you can skip this
part):
I was long time no friend to special texture filtering ideas. I always
did see big problems arise when the original psx texture data gets
changed by filters, and it's already hard enuff to render the original
unfiltered psx textures on hw/accel APIs without glitches.
Anyway, last week there was a small ngemu forum discussion
about filtering again, and to proove E}I{ wrong (who was telling
that 2xSaI filtering on textures should work well), I downloaded the
latest OpenGL plugin from NickK, to make some screenshots with
that texture filtering method.
NickK always is a pioneer when it comes to interesting new ideas
(like his full screen smoothing or... tada... 2xSaI texture caching),
but this time I wanted to use his plugin to show the various problems
which will occur with pre-filtered textures (shame on me ;))
Anyway, I've tried all kind of games with his plugin and 2xSaI textures,
and yeah, I did see glitches caused by the filtering, but strange enuff
not the problems I have expected to see (only some texture alignment
gaps and garbage, and big slowdowns, but not the expected texture
distortions... good work, NickK, btw http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif.
So of course I had to do two things:
a) to apologize to E}I{ for prooving _me_ wrong (tststs, ehehe), and
b) to drop a mail to Derek Liauw, the creator and copyright holder
of the 2xSaI algorithm, asking him for permission to use his func
in my (not GPLd yet) hw/accel plugins.
And yeah, Derek happily allowed me to use the 2xSaI func (since
he is enjoying epsxe and my plugins, too http://www.emuxhaven.net/iB_html/non-cgi/emoticons/smile.gif), and I have to admit it
wasn't difficult to add to my source... I had to change it somewhat
to handle my texture color depths and alpha values, and to avoid
problems at the texture area borders, but that was all...
Last edited by bositman at 1027092338