Download glide64 free
Branches Tags. Could not load branches. Could not load tags. Latest commit. Build script: Adds enhancements for external tools, better differenti…. Git stats 3, commits. Failed to load latest commit information.
Sep 26, GLideNUI: remove screenshot type selection. Aug 14, Threaded GLideN64 calls. Apr 8, Nov 20, Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book.
Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs. At the beginning of Glide64 history the best glide3x wrapper was eVoodoo, which translated Glide3x to Direct3D.
Glide64 quickly became one of the most popular applications for eVoodoo. Unfortunately, Glide3x emulation in eVoodoo was incomplete and some vital functions were not implemented. Lack of multi-texturing support had especially bad impact on image quality.
When I almost accepted my destiny to become the single user of my video plugin, I unexpectedly got help from Hacktarux France , the author of multu-platform N64 emulator Mupen Hacktarux needed descent graphics plugin for his emulator. Since the plugin had to be ported to Linux, it must be open source and must use OpenGL. I think that with his skills Hacktarux could write video plugin by himself or port Glide64 to OpenGL, but it is very time consuming task, and he decided to make a shortcut: create portable Glide3x to OpenGL wrapper.
He did not need general purposes glide3x wrapper, and he had implemented only those functions, which Glide64 actually uses. But he implemented them right! Glide64 with Hacktarux glide wrapper worked on decent video cards almost as good as on native 3dfx cards.
Hacktarux ported Glide64 to Linux, and Linux users finally got good native N64 emulator. From the other side, since the wrapper de facto became the second part of Glide64 project. Frame buffer emulation. First versions of Glide64 had no frame buffer emulation FBE. Since FBE is essential for many N64 games, I invented my own FBE method, which allowed me to emulate many complex frame buffer effects, including never emulated before motion blur.
FBE was included into version 0. Thus, frame buffer effects worked slowly and image quality was poor. I had no idea how to make it better, but there was one person, who had the IDEA! Orkin had implemented the idea in his glN64, and all people including me were very impressed by Zelda OOT pause screen frame buffer effect emulated in hardware.
Fortunately, I was right only partially. It was end of This gift pushed the project forward greatly. I found, that the card has almost everything for perfect N64 emulation. When I needed new functionality, I just checked Glide3x extension section and found necessary extension.
The extensions, necessary for hardware frame buffer emulation HWFBE were powerful and at the same time easy for use and they exactly match N64 functionality.
With Voodoo 5 I could work with auxiliary frame buffers exactly the same way as N64 games do. After several months of work I obtained impressive results: many frame buffer effects were supported in hardware, including motion blur. HWFBE also allowed me to emulate effects, which were impossible to support with the standard method, e.
And what is the most important, the frame buffer effects worked with no loss in speed and image quality, as on real N It looked as a miracle, so new version of Glide64 was named "Miracle Edition" and released at Spring This release made Voodoo 4 and 5 the best video cards for N64 emulation, because only these cards supported all features of the new release.
Users of non-3dfx cards could not enjoy advanced features because Hacktarux glide wrapper did not support necessary glide3x extensions. Fortunately, Hacktarux updated the wrapper and implemented most of the new extensions I used.
However, texture buffer extension was a hard nut to crack. Only at the end of , after the new major Glide64 release "Wonder" , Hacktarux found a way to implement texture frame buffer with OpenGL similarly to Glide. It is powerful tool, but it does not exactly matches glide3x functionality. Comparable, but not the same. We could not use texture color buffer and main depth buffer simultaneously with FBO, while Glide3x easily provided that essential for correct emulation functionality.
Vincent decided to use another approach for implementing texture frame buffer functionality in the wrapper, without FBO. He hoped that it would be free of FBO approach drawbacks. Thus it was included in the wrapper as an alternative to FBO, and users may switch between both methods. My Voodoo 5 is still the best video card for N64 emulation : Texture enhancement. Some emu users prefer emulators to keep original look and feel of classic games, others prefer to refresh somehow poor original image quality of their favorite games.
The main method for improving quality of 2D images is using upsampling methods, e. Thus, the first idea, how to improve image quality, was in using the image interpolating methods to get more detailed textures. Jabo and Rice added 2xSaI support to their video plugins, and many games really look better with it. Glide64 users also would like to get texture enhancement functionality, but for me it was low-priority task.
Besides, I personally prefer original unmodified N64 textures. At July I've got new email from KoolSmoky. Hiroshi wrote that he took Glide64 sources and implemented support for Super2xSaI and hq4x filters. It was great news and big relief for me. All texture enhancement algorithms were carried to GlideHQ, and only small changes had been made on Glide64 side. At August Glide64 users finally got texture enhancement support.
And it was not all. Enthusiasts of N64 emulation also always wished to somehow improve poor visual quality of their favorite games. While the idea to replace original low-polygonal 3D models by new high-polygonal ones is impracticable, the idea to replace original low-resolution textures by new high-res ones is real.
Rice, co-author of and the author of 'Rice Video' open source graphics plugin, was the first who practically supported texture replacement idea. He designed necessary specifications for texture artists and implemented texture dumping and replacement in his plugin. It was a bomb! The idea was supported by many talented people, new texture packs for most popular games appeared quickly after the release.
Rice's format became standard de facto for hi-res texture packs. A bit later Jabo designed his own format for textures packs, which is more end-user friendly, but Rice's format has one huge advantage: it is implemented in freely available open source plugin, so it can be supported by other plugins. Hiroshi took that opportunity, and at August he made the first version of GlideHQ with Rice hi-res format support.
Several months we polished that functionality and finally achieved very good results. GlideHQ became the diamond in the crown of new Glide64 release, 'Napalm'. My next goal was to make the project portable. While the wrapper was portable from the beginning, and GlideHQ was also based on portable libraries, Glide64 used direct calls to Win32 API for all system tasks.
0コメント