![EmuCR:DeSmuME EmuCR:DeSmuME](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgt43oPotE7XrC0vyzfWTqwTLlAVbWjN4GQm8qcg3Tea6_nsaMz6XY6p89YoSOFyUuk4i4EEjMV6_1iiTXs7bVzmMsWH6aHfTwkgFqpmQ71SrT-APqeZMgvPSv-Pdy8AhC0YdHG9yCN3La4/s320/desmume-135.png)
DeSmuME Git Changelog:
* Render 3D: Simplify the code a little by removing the working Polygon ID buffer for clear images.
* OpenGL Renderer: Partially revert commit 0f045d4 -- don't do the Z adjust in the vertex shader. Apparently, we shouldn't need to explicitly do this in OpenGL, as this adjustment should be automatic. Fixes a graphical glitch that can occur in "Sonic Chronicles: The Dark Brotherhood".
* OpenGL Renderer: When rendering the main geometry, adjusts all Z-positions in the vertex shader so that Z is more likely to naturally fall between the depth range of 0.0 and 1.0. Further mitigates the performance cost of using the NDS-Style Depth Calculation option.
Download: DeSmuME Git (2019/01/15) x86
Download: DeSmuME Git (2019/01/15) x64
Source: Here
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