Shoegzer

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@abaire Based on your comment in #55 about the broken floor texture in Halo 2 being related to depth buffer precision, I assumed this PR would not fix that issue....

Ah, yes that would do it. SDL2 works fine in the many instances I use it. Thanks for the switch.

Hey thanks. Getting a compile error though: ``` /eka2l1/EKA2L1/src/emu/drivers/src/sdl2_scoping.cpp:26:25: error: ‘SDL_HINT_JOYSTICK_RAWINPUT’ was not declared in this scope; did you mean ‘SDL_HINT_JOYSTICK_HIDAPI’? 26 | SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0"); | ^~~~~~~~~~~~~~~~~~~~~~~~~~ | SDL_HINT_JOYSTICK_HIDAPI make[2]:...

Thanks. This version of sdl is quite new and not included in many linux repos including those of Ubuntu/Mint. Would you consider including this as one of your externals, as...

I'd recommend keeping it open. This is more of a workaround than a proper fix and as such will confuse people trying to build in the future.

Just a note that Cemu will compile on Ubuntu-based distros by removing the sdl2 reference from `vcpkg.json`. Not sure of any collateral impact though, so this isn't a proper solution...

Right, [here](https://youtu.be/5mbT7HRa7YQ?t=686) is the spot where ColourShed encounters the issue with PCSX2. I haven't tested Driv3r lately but it's likely still the same given that it also abuses PS2 floating-point...

Maybe from a game player's perspective, but from a preservation standpoint it misses the point. These games should be properly preserved whether or not they are on PC.

Thanks for the screenshot, and yes that captures what I'm seeing. Just text, no boxes. I assume you're also seeing the same with my first point i.e. white-on-white text in...

Thanks. That's a decent workaround and looks much better than master. Can you submit that as a PR for easier testing across platforms?