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Jeanne d'Arc
Any input on this,why does it suddenly started to work
According to Speccy
Code:
OpenGL Version 2.1.2 Vendor NVIDIA Corporation Renderer GeForce 6600 GT/AGP/SSE2 GLU Version 1.2.2.0 Microsoft Corporation Values GL_MAX_LIGHTS 8 GL_MAX_TEXTURE_SIZE 4096 GL_MAX_TEXTURE_STACK_DEPTH 10 GL Extensions GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GL_EXT_bgra

And Everest
Code:
OpenGL Compliancy OpenGL 1.1 Yes (100%) OpenGL 1.2 Yes (100%) OpenGL 1.3 Yes (100%) OpenGL 1.4 Yes (100%) OpenGL 1.5 Yes (100%) OpenGL 2.0 Yes (100%) OpenGL 2.1 Yes (100%) OpenGL 3.0 No (42%) OpenGL 3.1 No (33%) OpenGL 3.2 No (40%) OpenGL 3.3 No (50%) OpenGL 4.0 No (0%)

Before the update,I tried some of the version I tried now and the characters were not visible before.
Using PPSSPP on Windows 7 x64 SP1
i7 4771 3.5Ghz,GTX750TI,16GB RAM

Batch iso <=> cso converter
http://forums.ppsspp.org/showthread.php?tid=5384
Save Game\States Manager
http://forums.ppsspp.org/showthread.php?tid=5516
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Well, according to Speccy, your GPU supports GL_ARB_framebuffer_object, which is what is needed for the characters to show up, so maybe in older builds, PPSSPP was somehow not detecting it properly? It's rare for that extension to be implemented on hardware that doesn't support OpenGL 3 or higher, so that's why we generally give that statement. I guess the proper response is to tell people that if you don't see 'GL_ARB_framebuffer_object' under the System Info screen -> OGL Extensions, then it won't work.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux
How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
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(04-23-2014, 05:27 PM)TheDax Wrote: It's rare for that extension to be implemented on hardware that doesn't support OpenGL 3 or higher
Yes,I saw somewhere before that my card is kinda unique...not the same as the most of 6600GT cards you can find.
Using PPSSPP on Windows 7 x64 SP1
i7 4771 3.5Ghz,GTX750TI,16GB RAM

Batch iso <=> cso converter
http://forums.ppsspp.org/showthread.php?tid=5384
Save Game\States Manager
http://forums.ppsspp.org/showthread.php?tid=5516
Reply
Actually, I believe it's framebuffer blit that is required, but I see that in your extensions list. Most likely a newer driver that implements the functionality on your card, and was installed during the update.

That's why it's a good idea to install updates and service packs.

-[Unknown]
Reply
You sure? The if statement was looking for framebuffer_object, I'm pretty sure. In any case, newer drivers are usually a good thing, but they can also have adverse effects (at least for ATi cards..).
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux
How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
Reply
Anyone know if this is working on the iPhone version of PPSSPP yet?
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Hey there. I'm running android 0.9.8 on a note2 n7100. I have the invisible characters problem which i understand is to do with needing open gles 3.0. I have 2.0. Probably a stupid question but can i change to 3.0 anyhow?
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(06-04-2014, 03:52 PM)loki.6969s Wrote: Hey there. I'm running android 0.9.8 on a note2 n7100. I have the invisible characters problem which i understand is to do with needing open gles 3.0. I have 2.0. Probably a stupid question but can i change to 3.0 anyhow?

Nope. It's tied to the hardware and requires the purchase of a new device. There's no secret sauce that'll unlock 3.0 in a device that is incapable of it.
PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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Cheers, Thought as much but checkin seemed worth while incase it was like gettin around tegra. Don't suppose anyone knows if the note 3 or s5 (which should b same spec as a note4 if samsung follow the trend) has open gles 3.0? Upgrade time soon..
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Android 4.3 and up has 3.0
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(06-09-2014, 05:47 PM)id3alistic Wrote: Android 4.3 and up has 3.0

It's also tied to the hardware. Moving a GLES 2.0-only device to Android 4.3 won't magically make it support 3.0.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux
How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
Reply
When I started this game I noticed how weird text is in it. There is no widow or orphan control in the text bubbles and it's really annoying. Is it the ROM I'm using, the emulator, or is that just how the game is?

I've attached a picture with the issue.
   

Edit: Just discovered that the text is whacky in other places too and the sound is staticy during fights and in game cutscenes. I'm using 9.8
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Im running the newest ppsspp on my kindle fire hdx. It runs a modified version of android 4.3 yet I have the disappearing character issue. I only see black shadows
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(06-24-2014, 05:09 PM)Jadus Valentino Wrote: When I started this game I noticed how weird text is in it. There is no widow or orphan control in the text bubbles and it's really annoying. Is it the ROM I'm using, the emulator, or is that just how the game is?

I've attached a picture with the issue.


Edit: Just discovered that the text is whacky in other places too and the sound is staticy during fights and in game cutscenes. I'm using 9.8

It's not just you. It's like that with the current builds. Strange, I don't remember seeing that text problem though in the older builds.

(06-25-2014, 10:29 AM)thegameksk Wrote: Im running the newest ppsspp on my kindle fire hdx. It runs a modified version of android 4.3 yet I have the disappearing character issue. I only see black shadows

This has been answered already. Doesn't matter if you have Jellybean or KitKat or whatever. If you don't have GLES 3.0, characters won't appear.

(06-09-2014, 07:34 PM)TheDax Wrote: It's also tied to the hardware. Moving a GLES 2.0-only device to Android 4.3 won't magically make it support 3.0.
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If you copy fonts from your PSP, the fonts will look better. A lot of games are affected by the default fonts that come with PPSSPP being super wrong.

See here:
http://forums.ppsspp.org/showthread.php?tid=3245

-[Unknown]
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