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Greetings! I'm curious, how easy would it be to implement internal resolution scaling for the software renderer? It's great that the OpenGL renderer supports it, but the software renderer is more accu…
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When you play at **Professor Layton and the Unwound Future**, and maybe other titles of the series, there's this strange sprite flickering that is not present on real hardware:
![screenshot](https:…
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When changing the 3D renderer from OpenGL to software under Video settings after starting melonDS with the OpenGL renderer (e.g. it was the previous config option set), it crashes either when starting…
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As discussed during the meeting, one idea would be to implement the software as a library where the renderer could be excluded from the software. This issue is created to get some feedback on that asp…
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## What problem does this solve or what need does it fill?
Due to `bevy_ui`'s dependency on `bevy_render` as a rendering backend which has a strong integration with `wgpu`, `bevy_ui` cannot currently…
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From Quake "TECHINFO.TXT":
"For maximum speed, perspective correction is performed only every 16 pixels. This is normally fine, but it is possible to see texture ripples in surfaces that are viewed…
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Using flatpak version 1.4.5
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Can we use swiftshader as the software renderer, looks like it has better performance? See #4211 and [swiftshader](https://github.com/google/swiftshader). I'm not sure whether swgl can works well with…
kaiwk updated
3 years ago
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1.3.0 - 49571c8bf2aaac499aaa678829651384fc93fdc9
This may be caused by anti aliasing method, but still I think that this should be unified between renderers.
![Screenshot from 2023-10-23 18-39-5…
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Related to #202. Sorry, I don't know Rust to debug more.
```
$ su root -c "rm /usr/local/lib/dri/swrast_dri.so" # prevent silent fallback
$ vidcontrol -s 2 io::Result {
if let Some(dev_nam…