Open oddMLan opened 8 years ago
Ok, who will take that task?
Um, well, I guess you are asking because I also opened a ticket in Project64's repo. But in fact, these are two different approaches to eliminate or dodge the issue. The emulator itself could destroy and create another window to reinitialize the pixel formats the plugin requires, but for extra safety, the plugin could (to the extent possible) read from the already existing pixel formats if other plugin has set those before. I think the emulator side approach is the most correct, but I was just asking if it's viable for GLideN64's to just read from existing pixel formats, unless that could cause more issues or it's just not worth to code. This is not a problem on Linux, just on Windows, so hypothetically if zilmar did code the solution in Project64, coding it into the plugin might seem redundant, but other emulators on Windows could benefit from the extra safety from the plugin's side.
No, I'm asking because I don't have time on it. This task does not require skills in N64 emulation. Anyone can take it. I'm overloaded with bugfixes. So, who will take that task?
Zilmar has said he can look at the issue down the track. https://github.com/project64/project64/issues/1030#issuecomment-199053708 It's not a HUGE problem currently, so I think it should be sat on for now.
is is still happening?
I believe it is fixed in PJ64 2.3
@oddMLan
can you please check and close? I have no more issue with this message error.
Open config while game is open and change plugin to PJ64Glide or press F12 while ROM is playing change to or switch from GLideN64 to PJ64Glide (or vice versa)
Tested with the latest nightly build from http://www.pj64-emu.com/nightly-builds v2.4.0-522-gb5c8a0f
Apparently it regressed on PJ64's side. Hm. GLideN64 could always use the extra safety tho. Not super high priority though.
https://github.com/project64/project64/issues/1030#issuecomment-199026146 Same issue.
cxd4 comments:
Since this is a Windows limitation, Is it viable for GLideN64 to attempt to use already existing pixel-formats to dodge the problem?