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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
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[UNOFFICIAL] Ishiiruka-Dolphin Custom Version
02-04-2018, 09:34 AM
#7,141
Tino Offline
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@Bighead: just uploaded a new version can you please test that textures with custom mips work as intended?
@embrez: for the error message it seems that you are on the wrong folder, you should download the files, enter the folder of the repository create a build folder enter that folder and then execute that command.
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02-04-2018, 09:56 AM (This post was last modified: 02-04-2018, 09:57 AM by embrez.)
#7,142
embrez Offline
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I got this big error now
do I need to download something?

-- The C compiler identification is unknown
-- The CXX compiler identification is unknown
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- broken
CMake Error at /Applications/CMake.app/Contents/share/cmake-3.10/Modules/CMakeTestCCompiler.cmake:52 (message):
The C compiler

"/usr/bin/cc"

is not able to compile a simple test program.

It fails with the following output:

Change Dir: /Users/(myname)/downloads/Ishiiruka-master/build/CMakeFiles/CMakeTmp

Run Build Command:"/usr/bin/make" "cmTC_21ebf/fast"
xcrun: error: invalid active developer path (/Library/Developer/CommandLineTools), missing xcrun at: /Library/Developer/CommandLineTools/usr/bin/xcrun




CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
CMakeLists.txt:12 (project)


-- Configuring incomplete, errors occurred!
See also "/Users/(myname)/downloads/Ishiiruka-master/build/CMakeFiles/CMakeOutput.log".
See also "/Users/(myname)/downloads/Ishiiruka-master/build/CMakeFiles/CMakeError.log".
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02-04-2018, 10:22 AM
#7,143
JonnyH Offline
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(02-04-2018, 09:56 AM)embrez Wrote: I got this big error now
do I need to download something?

-- The C compiler identification is unknown
-- The CXX compiler identification is unknown
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- broken
CMake Error at /Applications/CMake.app/Contents/share/cmake-3.10/Modules/CMakeTestCCompiler.cmake:52 (message):
 The C compiler

   "/usr/bin/cc"

 is not able to compile a simple test program.

 It fails with the following output:

   Change Dir: /Users/(myname)/downloads/Ishiiruka-master/build/CMakeFiles/CMakeTmp
   
   Run Build Command:"/usr/bin/make" "cmTC_21ebf/fast"
   xcrun: error: invalid active developer path (/Library/Developer/CommandLineTools), missing xcrun at: /Library/Developer/CommandLineTools/usr/bin/xcrun
   

 

 CMake will not be able to correctly generate this project.
Call Stack (most recent call first):
 CMakeLists.txt:12 (project)


-- Configuring incomplete, errors occurred!
See also "/Users/(myname)/downloads/Ishiiruka-master/build/CMakeFiles/CMakeOutput.log".
See also "/Users/(myname)/downloads/Ishiiruka-master/build/CMakeFiles/CMakeError.log".

(No idea is Ishiiruka even supports mac)

Looks like you've not installed the developer tools - you likely need to run "xcode-select --install" first, or install xcode off the app store.
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02-04-2018, 10:29 AM (This post was last modified: 02-04-2018, 10:33 AM by Rufus.)
#7,144
Rufus Offline
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@tino: https://s6.postimg.org/i3l8g2t9t/GBLE52-3.png

https://s6.postimg.org/bpw5ct8y9/GBLE52-4.png

https://s6.postimg.org/5c729kbs1/GBLE52-5.png

https://s6.postimg.org/ovbnicadd/GBLE52-6.png


Bloody roar primal fury. I think something is wrong with the implementation of the xfb hybrid or either something's up with the resolution implementation. 6x internal rez on this game and in-game seems locked to my native rez. Doesn't happen with any other game. Normal dolphin seems fine. This is with default options with a fresh folder.
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02-04-2018, 11:29 AM
#7,145
embrez Offline
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same error with xcode installed
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02-04-2018, 12:20 PM
#7,146
JonnyH Offline
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(02-04-2018, 11:29 AM)embrez Wrote: same error with xcode installed

What did "xcode-select --install" say?

Does "xcrun --show-sdk-path" return an existing directory?
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02-04-2018, 12:46 PM (This post was last modified: 02-04-2018, 01:19 PM by embrez. Edit Reason: fixed )
#7,147
embrez Offline
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with xcode-select --install it work but now it saying my dolphin.app could be damaged or incomplete I can't open it
edit: forgot a step it's working now
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02-04-2018, 11:24 PM (This post was last modified: 02-04-2018, 11:26 PM by Bighead.)
#7,148
Bighead Offline
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(02-04-2018, 09:34 AM)Tino Wrote: @Bighead: just uploaded a new version can you please test that textures with custom mips work as intended?
It almost works perfect. Big Grin I noticed some fluctuations in mipmap distance with different IRs and other settings but for the most part, the difference between the various settings is negligible and looks as (or close) to what is expected. Awesome on that front.

I noticed two bugs, the first is it seems that all mipmaps are being detected but not all mipmaps are being loaded. For example, this retro texture that fades into the distance has 4 levels of fade, followed by 7 levels that are fully transparent. For the final levels, it looks like they are being detected but instead the first level is being loaded. The wall texture is using the same technique and also showing the issue. The final levels are not fully transparent but fade to dark green. A black line can be seen down the center behind the rotating platforms.

Spoiler: (Show Spoiler)
Note that the thumbnails show the final images as black, but that is a bug that happens on occasion in windows and they are really fully transparent.
[Image: r6FvTHc.jpg]
[Image: ceLn1Nk.jpg]
[Image: LvNY1NK.jpg]
Here is the BC7 texture:

http://www.mediafire.com/file/75ka45aedzeogqn/tex1_128x128_m_71604bc5d17e5507_1_arb.dds
Another bug is if IR is set to Auto (Window Size), an error pops up and the arb texture corrupts.

Spoiler: (Show Spoiler)
[Image: Y9aam2v.jpg]
[Image: tNsxLoj.jpg]
Donate - Custom Texture Tool - Xenoblade Chronicles HD - New Super Mario Bros. Wii HD - Paper Mario: TTYD HD (Contributor) - Skies of Arcadia HD
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02-04-2018, 11:41 PM
#7,149
JosJuice Offline
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I think the error with Auto (Window Size) and possibly also the mipmap distance fluctuations are caused by a problem on this line:

https://github.com/Tinob/Ishiiruka/blob/404a07ffd9340546252f4d44d363745b457d69dc/Source/Core/VideoCommon/VertexManagerBase.cpp#L200

iEFBScale isn't actually equal to the EFB scale, it's an arbitrary enum. For instance, it's set to 6 when using 3x IR, and it's set to 0 when using Auto (Window Size). This problem was solved in Dolphin by adding a function in RenderBase that VertexManagerBase can use for getting the current EFB scale:

https://github.com/dolphin-emu/dolphin/commit/a310cbec8e7dfa18b22d53dc45a47757a97c827d

But I suppose this function is a bit less straightforward to add in Ishiiruka, since Ishiiruka still supports having different scales horizontally and vertically.
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02-04-2018, 11:41 PM
#7,150
Tino Offline
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@bighead: thanks for the testing will fix that ASAP, where i can download the full pack to test it?
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