James Sexton

Results 10 comments of James Sexton

@m4xw Do you mean check https://github.com/libretro/mupen64plus-libretro-nx/tree/GLideN64? Isn't that what https://m4xw.net/nextcloud/index.php/s/ASMiAmQBPnP8D3w is built from? I briefly searched the code for "nativeResFactor". Base off this [snippet](https://github.com/libretro/mupen64plus-libretro-nx/blob/af295ed95754b93e8c51453adde913e1b6ea8213/GLideN64/src/DepthBuffer.cpp#L122), it sounds like setting nativeResFactor to...

That's the build I'm using.

Made that change. Managed to build successfully ([attached](https://github.com/libretro/mupen64plus-libretro-nx/files/2993505/mupen64plus_next_libretro.zip)). Will test out tonight. Edit: and a [build](https://github.com/libretro/mupen64plus-libretro-nx/files/2993611/mupen64plus_next_libretro2x.zip) with nativeResFactor hard-coded to 2

@m4xw I believe I've determined what the nativeResFactor setting does. When it's set, Mupen64Plus renders to an internal framebuffer that is the set multiple of the game's native resolution. Bomberman...

Looking through the code a bit, I _think_ libretro is what's responsible for scaling from the framebuffer resolution to the resolution in the settings, and I think that's controlled [here](https://github.com/libretro/mupen64plus-libretro-nx/blob/f9483214b87970003231341d8cf569f2d95d1561/libretro/libretro.c#L398)....

Based on the threads [here ](https://github.com/libretro/parallel-n64/issues/403)and [here](https://forums.libretro.com/t/automatically-select-native-resolution-for-n64-games/2073), assuming what they say is accurate, then regardless of whatever resolution the internal framebuffer is (which is often 320x240, but can be a...

@m4xw Quick question: I saw that you're claiming the [bounty](https://www.bountysource.com/issues/60020750-update-m64p-gliden64-and-or-parallel-gliden64-to-latest-build), but the "mupen_next" branch is still old. Is the buildbot now pointing to the "GLideN64" branch? And if so, should...

@cobhc2019 I use crt-lottes-fast with the following settings: ``` Mask Type 3.00 Mask Intensity 0.60 Scanline Intensity 0.40 Sharpness 2.50 Curvature 0.00 Triniton-style Curvature 0.00 Corner Round 0.00 CRT Gamma...

@cobhc2019 Ah, that. I just apply a stock linear filter first to scale it down. See [attached file](https://github.com/libretro/mupen64plus-libretro-nx/files/3431283/shaders.zip) for examples (glsl and slang). It downscales both axis, but change `scale_x0`...

@m4xw Nice work. Has the filtering logic changed in this core recently? Even at 320x240, Gauntlet Legends is much more readable than it used to be. Old build (from when...