donizettilorenzo

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The first screenshot is from *original* DXHR? But in the first one there's the postprocessing applied, in the second one not (or so it seems), so you can't really compare.

Maybe the issue with clang++ and its arguments is to be investigated here? _In windows llvm-config reports --target=x86_64-pc-windows-msvc however this causes clang to use MicrosoftCXXMangler, which does not yet support...

Any update on building (1.6 RC now) on Windows?

Thanks man, you're better than an AI agent :D Of course I'm interested! Il giorno sab 28 dic 2019 alle ore 17:38 pal1000 ha scritto: > Add @donizettilorenzo to >...

It's perfectly working, the package is changed (opengl32.dll+libglapi.dll+libgallium_wgl.dll for CPU - opengl32.dll+libglapi.dll+libgallium_wgl.dll+dxil.dll for D3D12 GPU)

With MinGW release and the hotfix my OpenGL application starts and works setting Gallium=zink but it runs slower than selecting LLVMPipe ! Is it expected? Don't think so.....

Same problem with both (and the old RC too) Il giorno dom 21 nov 2021 alle ore 11:22 pal1000 ***@***.***> ha scritto: > Have you tested both MSVC and MinGW...

Damn, found the culprit! The anisotropic filtering implementation......it's totally killing the performance!

I can confirm NO LFE in 1.20.1 too testing with a 5.1 sound file (built on purpose to test the LFE processing with foobar2000 and openal output plugin - but...

Unreal Engine 2 widely used "DefOpenAL32.dll" *IS* wrap_oal (and you can track on Windows systems some really early builds, like the Jedi Outcast one, perhaps the first existing). When you...