Yes, I have seen that. But the attachment looks correct, there is not trace in the log stating Incomplete attachment or something like thati've skimmed over the gles2 framebuffer/opengl code but couldnt find anything from just looking at it.
only one suspect, but that was also within the 1.5 code, the depthbuffer attachment format uses the 24_oes extension, which i'm not sure is available on the pandora. the sgx supports it on the iphone so i think i'm just wrong.
Looks like a bad download. Download it again...I downloaded the latest version but it wont startup while the other version works?
EDIT...When i look with file manager the muppen pnd give a paper icon while the others give the right icons
It should scale to 640x480 not 800x480 as N64 games were in 4:3 aspect ratio. The pandora screen has a 5:3 aspect ratio so to make a N64 game fill the screen it would be stretched and wrong.If you get that working (with scaling to fullscreen 800x480 too) I'll definitely be downloading it againI will look at this, as it is a very demanded feature. Not sure yet on how it worked on the 1.5 version, so that need some work.
Sticking with the old Mupen64 for now though.
D.
Sooo.and another idea...
since the renderer changes culling dynamically you cant be sure what cull mode is active when the framebuffer gets rendered. so it could just be that culling is wrong at that time.
so a glDisable(GL_CULL_FACE); could be worth a try. and a OGL_UpdateCullFace afterwards to restore it...
to check if the framebuffer gets drawn you could just change the default fragment shader to output a plain color instead of the texture. just replace
gl_FragColor = texture2D(uTex, vTexCoord)
with something like this
gl_FragColor = vec4(1,0,0,1)
So it mean the SGX doesnt have that texture to show probably (or the shader failed to compile silently)Sooo.
I tried the "red" shader... And I have a red box ?!!! So that mean the framebuffer stays black??? (or the default shader is faulty)....
Yes, I'm aware of that. I play my N64 games (both of them, on original hardware) on my widescreen TV so I'm quite used to it. And believe me, I know and understand exactly what I'm asking.It should scale to 640x480 not 800x480 as N64 games were in 4:3 aspect ratio. The pandora screen has a 5:3 aspect ratio so to make a N64 game fill the screen it would be stretched and wrong.If you get that working (with scaling to fullscreen 800x480 too) I'll definitely be downloading it againI will look at this, as it is a very demanded feature. Not sure yet on how it worked on the 1.5 version, so that need some work.
Sticking with the old Mupen64 for now though.
D.
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.
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.
Too late, ive already crawled under my desk into the fetal position and sobbedZX,
The devs are trying to work things out for everyone. Constructive criticism is fine. No need for the disparaging remarks.
Hum, I finaly have some picture showing!!! (not well centered and a bit croped, but I was expecting that), and with big pixel!So it mean the SGX doesnt have that texture to show probably (or the shader failed to compile silently)Sooo.
I tried the "red" shader... And I have a red box ?!!! So that mean the framebuffer stays black??? (or the default shader is faulty)....