EmuCR Feeds
Email Us

EmuCR:DeSmuMEDeSmuME SVN r4502 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME SVN Changelog:
r4502
Cocoa Port: - Add support for the new OpenGL 3.2 renderer. (Requires OS X v10.7 or later, Xcode 4 builds only.)
---------------------
r4501
OpenGL Renderer: - Fix bug with automatic renderer selection. - Do some code cleanup.
---------------------
r4500
win32-fix magnification filters in ogl display mode
---------------------
r4499
win32-support ogl 3.2 and oglOld driver choices independently, and fallback to oglOld when ogl3.2 cant initialize
---------------------
r4498
win32-clarify threading logic in ogl display method
---------------------
r4497
win32-make ogl display method not leak gdi handles like theyre going out of style, and run more peacefully with new opengl code (i.e. not at 2fps)
---------------------
r4496
OpenGL Renderer:
- Major rewrite of the OpenGL rendering code! Most important changes listed below.
- Encapsulate 3D rendering code in C++ classes.
- Add support for 3.2 Core Profile contexts, while preserving backwards compatibility with legacy contexts.
- Initialize the renderer to choose the best OpenGL entry points available from the driver, automatically falling back to legacy entry points as needed.
- Remove multithreading code. New and previous optimizations have obsoleted the need for it, so remove it to reduce code complexity.
- Obsolete shaders.h and add the shader code directly into the .cpp files. Ports can safely remove the shaders.h file from their project/make files.
---------------------

Download: DeSmuME SVN r4502 x86
Download: DeSmuME SVN r4502 x64
Source: Here



Random Related Topic Refresh Related Topic

Random Related Topic Loading...

0 Comments

Post a Comment

Can't post a comment? Try This!