Reply 20 of 145, by gulikoza
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- Oldbie
yup, kekko is correct. Green image will appear with overlay (although only overlay), but it's sligtly different than before.
I also tested the fullhq patch with .NET 2003 compiler and there are several problems:
- how are the dosbox_openglhq_passX.h files generated? They do not seem to exist when patching...had to copy from configured mingw source.
- "support.h" has to be included for strcasecmp
- <assert.h> has to be included for assert()
- __WIN32__ should be changed to WIN32 (how's it's done in other sources, the compiler does not seem to define __WIN32__ 😁)
- APIENTRY problems (default_malloc(), default_free())....I believe functions should be declared as
return_type APIENTRY function()
at least that's how it's done in some header files, won't compile the way it's done now.
- vs 2003 (even 2005) does not seem to have fmax & fmin 😁. Here's where I gave up, but the files compiled and failed at linking stage.
Also another interesting thing...I assume openglhq already enables hardware hq2x scaling. What if user also sets scaler=hq2x? Will it do "double" hq2x scaling? 🤣 Perhaps there's a better way to do it. My D3D patch loads shaders from external file and uses an extra configuration option (pixelshader=). Perhaps openglhq should do something similar, maybe we could merge the options to something like this:
# output -- What to use for output: surface,overlay,opengl,ddraw,direct3d.
# hwscaler (hwshader...something like this?) -- Use hardware scaling (requires fairly new graphics card). Valid for opengl or direct3d outputs.
# Make sure you also set scaler=normal2x when using hwscaler.
# opengl: none (point? current openglnb mode), bilinear (current opengl mode), hq2x (current openglhq mode)
# direct3d: none, bilinear, scale2x
This might be less confusing then using 3 different output= options for opengl.