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Thanks. But it still is quite unstable.
And the shaders are not working the way it's supposed to. I notice that you can't select each individual shader, and need to use .conf files instead. But maybe since these files were made with Snes9x in mind, things like the option to select the scale factor are not working the way it should.
I'm having a hard time to make some shaders combinations work. For example, the CRT shader. In Snes9x, it works using CRT as your first shader, and using stock-box-1x as your second shader. Then, you can use the scale factor option to select which integer scale value you want to use (1,2,3,4 or 5x)
Then it works like this, for example...
SNES image @ 256x224 -> Shader 1 (CRT) -> FBO @ 1024x896 (scale 4x) -> Shader 2 (stock-box-1x) -> 1024x896 with black bars in 1920x1080
It seems Mednafen is not working like this, though.
What kind of games are you guys trying? I'm not really seeing any crashes right now.
Originally Posted by tisurame
For the shaders, that is pretty much the path mednafen takes. I just found a huge bug where mednafen would lie about the texture size on the first pass (eg, even though nestopia creates and presents from a 1024x512 texture it would tell the shader the texture size was 256x224) this caused a lot of issues.
Is the shader supposed to override the output aspect? Right now the OpenGL viewport is set based on the underscan and aspect settings, and the output vertices are set to take up the whole viewport. I will add more aspect modes a bit later.
I also plan to add a shader editor mode later too. I don't want to add it to the general settings menu though. I want it to take up as little screen room as possible so you can see the game image better as you change the values.
Only the box-shaders (stock-box-1x, border-centered-fbo-scale-1x.cg etc.) will override the aspect ratio, and display the picture upscaled according to the desired scale factor. That's the way it should work.
I can't test the emulator right now, but once I do, I will post more details about possible crashes and others issues. Thanks for your attention.
Hi. When you render multi-pass I assume you render to FBOs. When you bind the framebuffer, you have to set the viewport accordingly. I.e. if input is 256x240, and you want, say, 3x FBO scale, you would have to create an FBO texture beforehand that can fit it, i.e. 1024x1024. I recommend power-of-two sized for numerical accuracy in the shader code on second pass.
Originally Posted by Robo Hobo
Then you have to set the viewport to something like glViewport(0, 0, 256 * 3, 240 * 3); so that output is scaled properly. This is independent of any aspect ratio settings, etc.
When stretching the FBO texture to screen, you need to setup texture coordinates, viewport, etc appropriately, and just blit as you normally do after binding framebuffer to 0 (backbuffer). Don't forget to reset glViewport().
It always seems to crash while I'm changing the shader scaling. It just happened to me while I was trying Crash Bandicoot. I went into settings and chose a waterpaint shader, then changed the scale from 1 to 3 and everything locked up.
Originally Posted by Robo Hobo
This is great!
I think that considering the graphic style the psx shows, it would be better using the CRT-cgwg as first shader + stock-box-1x as second and scale factor 5x.
can someone compile the latest one since it got some psx game improvement to test it lol can do it since i dont know how to compile myself thankz!
See the signature of subcon959 and you'll get what you want.
Originally Posted by keeshanjohay
Thanks for that tip.
Originally Posted by Killer-X
Last edited by Jay-Jay; 05-29-2011 at 09:51 PM.
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