![EmuCR: GLideN64 EmuCR: GLideN64](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxblspv-rsAdnc0N-Wy-nQpgbj8_7Q8tJAn5Axpmmt4G-7xRW3ha0Lo8wKxfuWozHcEttguAvsV_oRy-st8lisZv2PN5k6sbC1m8D5cJg8n8Em2mBTZ7rkBFp6sIgKOKPhUU1BXSOKft0/s1600/images.jpg)
GLideN64 Git Changelog:
* Merge branch 'master' of https://github.com/gonetz/GLideN64
* Correct alpha compare.
* Add optimization hacks for depth buffer read in PD and CBFD:
- read depth buffer only when texturedRectDepthBufferCopy called for current frame
- for Conker, read depth buffer only in texturedRectDepthBufferCopy.
- for PD the buffer need to be read twice, otherwise coronas may poke through objects.
* Fix depth buffer copy for Perfect Dark.
* Fix DepthBufferToRDRAM::_prepareCopy for Native Resolution mode.
Fixed issue #888.
![EmuCR: GLideN64 EmuCR: GLideN64](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTROKSu5LeqhRQWQMrzUzzJSVY0By3gXwA7zibQiw8tMkrKEm0xNv7q0WmrNwMZXPWNdAJiDGd9hN69qJHJaTcrOjshs6LURDT5EeHARKQnQlOjqw5QBmLPRB8YiLShlV0YUonMW-Hkao/s1600/Zelda_MM_Shield.png)
Download: GLideN64 Git (2016/03/14)
Source: Here
0 Comments
Post a Comment