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Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#41
Originally Posted by Figa View Post
Yes, I do, but now it is slow as hell... I take every frame and scale it to new dimensions over ogles, but my "copying function" is bad. Give me some time please.
Dude, take as much time as you need. No pressure at all.
Also you are now my new favorite person on TMO haha
 

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#42
Thanks a lot. it's good to see that talented members are doing hard work for the community. thanks a lot.
 
Posts: 161 | Thanked: 43 times | Joined on Apr 2010 @ Worcester
#43
I really am looking forward to this. I can finally consign my PSP to the sock drawer, gpSP was the only thing keeping it out.......

.....but I will have to finish Valkyria Chronicles first.
 
Posts: 137 | Thanked: 150 times | Joined on Jan 2010
#44
GL scaling is not totally ideal for GBA style graphics. One of the pixel art scaling algorithms would be nice, but I guess that can be added in time.
 

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#45
Yes you are right, but for now I guess that simple bilinear filtering will be ok. Other way for scaling can be added later. Scale2x looks cool. I will try both.

Last edited by Figa; 2010-09-08 at 13:32.
 

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#46
You might want to look at SDL_HAA for scaling.

If you scale surfaces using GLES you will notice a slowdown in windowed mode, as it will be scaled/uploaded to the SGX twice.
 

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#47
Thanks in advance. Itīs really usefull thanks for your amazing work.
 

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#48
The disadvantage is that SDL_HAA is heavily N900/Maemo 5 dependent, so if you made the GLES scaling keep it around (disabled, etc) for future/older/other devices.
 

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#49
Some progress here. Save states now works. I hope that scaler will be coming soon.
 

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#50
Originally Posted by Figa View Post
Some progress here. Save states now works. I hope that scaler will be coming soon.
Cool! have you solved the issues with choppy audio?
 
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