I got very nice results especially with Radiant Historia. But it seems to slow down a lot with zelda spirit tracks during it's intro train sequence, i don't get such a slowdown with hd scaling as i get with texture scaling during that sequence.
jimbo1qaz Wrote:EDIT: does it support bilinear interpolation, on top of texture scaling? bilinear only?
EDIT2: apparently not.
Here's a
bilinear build. Doesn't do much on top of texture scaling though.
(03-28-2016, 04:44 PM)lamedude Wrote: [ -> ]Here's a bilinear build. Doesn't do much on top of texture scaling though.
Did you implment actual texture filtering there?
That thread is old news (almost 4 years old in fact). Not sure why you're bringing it up now. If you're going to just post a link, you should try to talk about it as well.
At any rate, my own experimental NDS emulator is getting to the point where I'll start drawing 3D graphics soon. I plan to tackle high-resolution right from the beginning, first through the software renderer, then through OpenGL. We'll see how that goes. Should be fun.
(01-31-2018, 02:26 AM)Shonumi Wrote: [ -> ]I plan to tackle high-resolution right from the beginning, first through the software renderer, then through OpenGL. We'll see how that goes. Should be fun.
I always thought that software rendering usually didn't do any "upscaling" and that was only a thing that was done with hardware.
@DrHouse64 - Thanks! I've never done any meaningful work in 3D, so this will be an adventure.
@ExtremeDude2 - Common misconception. You can render anything in software at any resolution you choose. Your code just has to be flexible enough to allow it. It's just so demanding sometimes that 1x is all people bother with, especially when hardware does it faster. With software rendering, you have full control of everything.