compiling direct x version
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03-15-2014, 07:51 AM
Post: #136
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RE: compiling direct x version
wow amazing, i can finally play games in my intel gma 3100 with full speed, god of war ghost of sparta runs so smoothly withouth needing to change any setting
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03-17-2014, 06:08 AM
Post: #137
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RE: compiling direct x version
my ff7: cc has some missing 3d issue. is the problem in the compiled build or in my game? btw i'm using OpenGL 1.2
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03-17-2014, 08:15 AM
Post: #138
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RE: compiling direct x version
This is probably a problem of this ANGLE build, and will not be fixed since it's not maintained or even supported by anyone.
If you cannot upgrade your hardware, you can only wait for proper DX9 support(there's no ETA, basically nobody knows when it'll happen, but alot of the job seems to be already done) or try updating your graphics drivers. I guess in few cases even if you couldn't find a good driver for windows, looking at this list of intel graphics some of those awfully unsupported(by intel itself:]) integrated graphics could easily handle PPSSPP on Linux while failing on Windows, it's especially visible in third gen. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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04-17-2014, 09:50 PM
Post: #139
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RE: compiling direct x version
Any new build of v0.9.8 with DX9 support?
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636) PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro |
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04-20-2014, 01:04 AM
Post: #140
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RE: compiling direct x version
is this really work..?.. what is your laptop specs..?
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04-25-2014, 01:53 PM
Post: #141
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RE: compiling direct x version
The 0.9.5 ANGLE port works fine for me
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04-30-2014, 08:24 AM
Post: #142
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RE: compiling direct x version
any news for has adhoc directx version?
Sry for bad english im chinese at malaysia |
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05-17-2014, 08:27 PM
Post: #143
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RE: compiling direct x version
i'm new in this forum, please kindly compile also for 32 bit users like me, thanks a lot btw great forum, i was able to play psp on my netbook with open gl1.4, 3d graphics like dbz tenkaichi is a bit black and bleach heat the soul 6, overall i loved it
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05-20-2014, 09:06 AM
Post: #144
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RE: compiling direct x version
is there a directx backend support already? Its been a year please help us i want to play dbz tenkaichi i use angle port the only problem is the graphics i cant see my char during battle
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05-20-2014, 01:18 PM
Post: #145
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RE: compiling direct x version
@raintime you have to wait... seems like no one volunteer or, even if there is volunteer, they don't have the time to do testing on directx backend support yet. All i can say now is that directx backend support will not be thier priority for now.
o.o Oh Hi XD P.S: Wanted to go to Japan so badly AOD270 Windows 7 Home Basic (32bit) Intel Atom N2800 (Quad-core) 1.86GHz Intel Graphic Media Accelerator 3600 series |
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05-21-2014, 09:44 PM
(This post was last modified: 05-21-2014 10:03 PM by raintime.)
Post: #146
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RE: compiling direct x version
@raimoo brother,i guess i have to wait, if someone implemented the angle port,maybe they can create the real directx 9 support, they even created for windows 64bit,too bad for 32 bit user, almost every week new build releases, lets just hope somebody out there will help us, if only i could compile and know any programming knowledge thanks for the reply brother
bro could you please upload it on dropbox?so that i can download and test it, i can't download @ mega |
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05-24-2014, 11:23 AM
Post: #147
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RE: compiling direct x version
hello guy,been a while since my last post,seem like no work on direct yet I see.hope to see new thing on 0.9.9 or 1.0.0 at least.
my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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05-24-2014, 12:11 PM
Post: #148
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RE: compiling direct x version
@Aki brother, sir bigpet has no interest to continue this, lets hope someone out there could see our post,to update this and fully fix and work on directx 9 or up,
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05-24-2014, 02:33 PM
Post: #149
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RE: compiling direct x version
@raintime, I didn't write any of the directx code anyway, most of the incomplete directx backend code that is in the repository now is from Ced2911 who worked on a XBox360 port but got dis-interested. I never tried to write a directx backend, I just tested how Angle would perform out of curiosity (and later because I needed it to test the multi-touch windows simulator)
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05-25-2014, 06:02 PM
Post: #150
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RE: compiling direct x version
@sirBIGPET, oh i see its an unfinished project by ced, so in the near future this project will be possible implementing the directx backend? If only somebody would continue this?right? Thanks
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