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Thanks ptitSeb for keep trying! Please get some rest and continue tomorrow. Otherwise if you get fallen sick, you're title of "Most-PND-Man" will be taken by some others
Yep, I'll do that. Now I've corrected the centring/croping (was easy to found), I can sleep soonThanks ptitSeb for keep trying! Please get some rest and continue tomorrow. Otherwise if you get fallen sick, you're title of "Most-PND-Man" will be taken by some others
It looks nice like that and if the speed is improved I don't give a squat about hi resYep, I'll do that. Now I've corrected the centring/croping (was easy to found), I can sleep soonThanks ptitSeb for keep trying! Please get some rest and continue tomorrow. Otherwise if you get fallen sick, you're title of "Most-PND-Man" will be taken by some others
Here is a picture of big pixel (I haven't done big-fat, but that's possible too).
Well he's (ptitSeb) mcobit of France now^Actually Mcobit been the "Most-PND-Man" for just about ever.
Sleep is good though..
Well, no idea, because I'm compiling long software while working on GLES2N64, so the speed is not that good. It seems to improve, but I'm not sure. You'll see tomorrow when I'll release the next build.I would be very curious about the speed changes .
Sorry Pickle, that came out worse than I intended.Ouch! Should i even ask what you would change/improve ;-)I'd even go so far as to implementing a decent GUI instead of that awful launcher it uses now.
functionality such as even a simple first-letter search (which would massively reduce the amount of time spent wandering through the list when you have a large amount of ROMs - the current search looks for any occurance of characters in a filename and filters, which would be better as an advanced search with basic search navigating the list)
Ah! Read too quickI think he knows.
functionality such as even a simple first-letter search (which would massively reduce the amount of time spent wandering through the list when you have a large amount of ROMs - the current search looks for any occurance of characters in a filename and filters, which would be better as an advanced search with basic search navigating the list)
great that you got it working! looking forward to the updateYep, I'll do that. Now I've corrected the centring/croping (was easy to found), I can sleep soonThanks ptitSeb for keep trying! Please get some rest and continue tomorrow. Otherwise if you get fallen sick, you're title of "Most-PND-Man" will be taken by some others
Here is a picture of big pixel (I haven't done big-fat, but that's possible too).
"if (uRenderState == 1.0) \n"\
"if (uEnableFog) \n"\
Could you not release a "PickleLauncher" PND, then in your scripts to the other PNDs use pnd_run to map (but not default execute) the picklelauncher pnd; you can then launch the picklelauncher with any parameters you wanted?yeah i agree that use of it in pnd's isnt ideal, for even myself if I make changes I have to update every pnd. but installing to the nand might not be everyones cup of tea.
Thanks for the tip. I will try, but that's some more work here, and not sure on how to do that (vertex shader is quite static, compared to fragment shader).great that you got it working! looking forward to the updateYep, I'll do that. Now I've corrected the centring/croping (was easy to found), I can sleep soonThanks ptitSeb for keep trying! Please get some rest and continue tomorrow. Otherwise if you get fallen sick, you're title of "Most-PND-Man" will be taken by some others
Here is a picture of big pixel (I haven't done big-fat, but that's possible too).
About stretching ... On a friends TV (I'm still on CRT ;-)) it has some strange stretching - the center is normal and it starts stretching to the edges. This could be easily done by changing the framebuffer render geometry and UVs.
I've also spotted some shader code that could possibly improved. Now as I have a desk again, i could try and change that:
"if (uRenderState == 1.0) \n"\
"if (uEnableFog) \n"\
these could be changed to #ifdef's and a newly compiled shader ...
Yes some more work is required here, because the uniform - which can be changed dynamically - needs to be changed to a static define and then the shader needs to be recompiled.Thanks for the tip. I will try, but that's some more work here, and not sure on how to do that (vertex shader is quite static, compared to fragment shader).I've also spotted some shader code that could possibly improved. Now as I have a desk again, i could try and change that:
"if (uRenderState == 1.0) \n"\
"if (uEnableFog) \n"\
these could be changed to #ifdef's and a newly compiled shader ...