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ZeroGS KOSMOS Render Targeting
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cliffy2000
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ZeroGS KOSMOS Render Targeting
I've been looking at the ZeroGS KOSMOS source (this is from the 0.9.3 source available on pcsx2.net, not a beta version) and I've been trying to see if I could modify it to base its render targeting on window size. PCSX2 0.9.2 FAQ suggests that there are three render sizes: native, 2x"AA" and 4x"AA".
I'd like to know where the interpolating (or even better, actual targeting) is being done. I'm suspecting that this is dealt with in the ConvertTo16() function in targets.cpp, but I could be off-target. I hope this is just a case of changing multipliers in a few places, but I think that it may rely on doubling algorithms to save time. If you have any knowledge on how this is dealt with, I'd really appreciate it.
Disclaimer: I haven't programmed for a few years now, having mostly specialized in data structures and other boring things, so this is really a whole new field to me and I'm feeling very lost in the source -- so forgive any crazy stupid mistakes on my part.
EDIT: I also checked out a few threads on emuforums, notably this one but I haven't seen anything particularly direct on it. I suspect I may be in over my head with this.
This post was last modified: 09-25-2007 02:47 AM by cliffy2000.
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| 09-25-2007 02:34 AM |
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This Dude
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| 09-25-2007 01:07 PM |
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cliffy2000
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RE: ZeroGS KOSMOS Render Targeting
Ah, way to make me feel old, dude.
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| 09-25-2007 01:50 PM |
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This Dude
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| 09-26-2007 02:09 AM |
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