![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:
* Do not change current draw buffer after OSD drawing.
* Texrect drawer tuning: rewrite check for test color
* Texrect drawer tuning: do not copy drawer.m_rect
* Do not revert Y for rects.
* Fix issue with plugin freeze when emulation ended while plugin is in full screen mode.
* Minor cleanup for YUVCONVERT_TEX shader
* Code refactor: CombinerProgram()::getKey() returns reference instead of object
* Move texture fetching mode logic out of shader.
* Fix VS2013 compilation
* Add support for odroid
* Update m64p api headers
* Update TxFilterStub.cpp
![EmuCR: GLideN64 EmuCR: GLideN64](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTROKSu5LeqhRQWQMrzUzzJSVY0By3gXwA7zibQiw8tMkrKEm0xNv7q0WmrNwMZXPWNdAJiDGd9hN69qJHJaTcrOjshs6LURDT5EeHARKQnQlOjqw5QBmLPRB8YiLShlV0YUonMW-Hkao/s1600/Zelda_MM_Shield.png)
Download: GLideN64 Git (2017/12/15)
Source: Here
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