It's a good thing I don't use that option then If that is indeed true. I'm sure I could prove that "fact" wrong if I really cared to, though. But I don't care to.
Since build v23 Dx11 Plugin glitches playing zelda twilight princess, posted this under svc build thread too. Build v21 Plugin works fine, hope will be fixed soon
Yeah but.. there is no such thing as "Build v21" ... please be more precise about what source revision your build has been created from...
(11-17-2010, 06:43 AM)NeoBrain Wrote: [ -> ]Yeah but.. there is no such thing as "Build v21" ... please be more precise about what source revision your build has been created from...
Ok here the full build i mean

In this revision it worked perfect : Dolphin-r6421 it was build by mamario
and so... in what revision did it stop working?
(11-17-2010, 07:18 AM)NeoBrain Wrote: [ -> ]and so... in what revision did it stop working?
in version r6423 it didn't worked correct anymore for me, but I can't say if in r6422 it was broken too because i skipped the this build.

is the merged video plugin being worked on?
(11-17-2010, 10:17 PM)SantaC Wrote: [ -> ]is the merged video plugin being worked on?
we're working on merging the plugins, if that's what you mean..
Dunno if i'm just adding water to the ocean, but here'`s a lil' issue with DX11 in Sengoku Basara 3. Cutscenes don't display correctly. The game runs on MT Framework, like MH3, so that might be a problem.
The cutscenes look like this:
http://www.youtube.com/watch?v=Kh6I0aKVCOw
The DX9 plugin displays them (almost) right, with pretty much the same settings, so i doubt that's the problem. But anyway, i recorded with CPU->EFB access, Enable EFB Copy and EFB Scaled Copy. SVN revision 6365.
Uh, you know.. it's kinda hard to spot the issue if you don't know how it's supposed to look...