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Can't see anything while using the campsy on PJ64
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acceptable67
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 PostPosted: Mon Dec 20, 2010 7:29 am    Post subject: Reply with quote Back to top

The default one (Jabo Direct3D8 1.6) doesn't look half bad. (Although, wasn't that the one that didn't work?)

Glide 64 looks very good.

And I've seen the IRScanner pictures as well... Seems Glide64 is the one.
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Perfect Dark Forever.
 
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Dragonsbrethren
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 PostPosted: Mon Dec 20, 2010 7:50 am    Post subject: Reply with quote Back to top

Spyster wrote:
The Wrapper goes in the PJ64 main directory, not plugins.
The Wrapper is glide3x.dll I think.

Actually, you can just drop it in C:\Windows\System32 (or SysWOW64 on x64) and use it with every emulator without needing multiple copies.
 
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radorn
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 PostPosted: Mon Dec 20, 2010 3:38 pm    Post subject: Reply with quote Back to top

OK, first, I didn't notice earlier, but this should be in the emulation forum, since it's not about perfect dark, but about problems with an emulator.

and second, I know nobody asked, but I'd like to give a little speech about glide.

Glide, in case someone doesn't know, is defunct 3dfx's graphic library for their voodoo series of graphic accelerator cards for PC (3dfx was later bought by Nvidia).
A Glide wrapper is a program that impersonates the Glide DLL, and, instead of interfacing the program to a voodoo video card, it translates the Glide commands and data to another protocol, normally Direct3D, so you can use Glide programs without having a Glide compatible card.
In a sense it's similar to how emulators translate n64 microcode displaylists to a PC compatible graphics protocol, but in this case it happens twice.
When using Glide64 on a PC with no voodoo card, there are 2 graphics protocol translations going on.
N64 -> Glide -> Direct3D. I really don't know how much overhead this adds to the process, but could in part explain the high requirements.

Glide64 was created when voodoo cards were still being marketted and these cards were very good. The Glide protocol is closer to it's hardware than D3D or OpenGL are (that is, it's a comparatively Low Level tech), which made it lighter and faster, and 3dfx hardware offered features that d3d and ogl PC cards started doing with the introduction of the shader architecture, which didn't exist by the time Glide64 was created.
I wonder if the author will ever rewrite Glide64 to something more standard these days, since Glide hardware has been long out of production.

http://en.wikipedia.org/wiki/Glide_API
 
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Dragonsbrethren
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 PostPosted: Mon Dec 20, 2010 5:29 pm    Post subject: Reply with quote Back to top

About your last comment, it's something I've wondered myself. It seems pretty silly to keep working on a standard for long-dead hardware instead of just developing in D3D/OpenGL for the modern hardware. I'm pretty sure the idea was already shot down on the Glide64 forums a while back, though.
 
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fantsu
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 PostPosted: Wed Dec 22, 2010 7:29 pm    Post subject: Reply with quote Back to top

Well, I like it.
Napalm WX is such an awesome plugin at least.
Very Happy

There is still some things it cannot do in PD, but it gets the closest.
 
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