93 lines
4.4 KiB
Plaintext
93 lines
4.4 KiB
Plaintext
GlideHQ (Texture enhancer library for Glide64)
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Version: 1.5
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Copyright (C) 2007 Hiroshi Morii aka KoolSmoky All Rights Reserved.
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Email: koolsmoky(at)users.sourceforge.net
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Website: http://www.3dfxzone.it/koolsmoky
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This is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GNU Make; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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About:
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This is a real-time texture enhancer library with high-resolution texture
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pack support for Glide64 (http://glide64.emuxhaven.net). Traditional and
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non-traditional techniques have been used to achieve speed and high image
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quality even on a 9 year old 3Dfx Voodoo2.
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Although the 3Dfx Glide3x texture format naming conventions are used, the
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library can be expanded for generic use.
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Supported:
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OS: 32-bit Linux and Microsoft Windows
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Enhancers: HQ4X, HQ2X, HQ2XS, LQ2X, LQ2XS, Super2xSai, x2
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Filters: Smooth (1,2,3,4), Sharp (1,2)
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Compressors: FXT1, S3TC
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Input formats: GR_TEXFMT_ALPHA_8,
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GR_TEXFMT_RGB_565,
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GR_TEXFMT_ARGB_1555,
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GR_TEXFMT_ARGB_4444,
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GR_TEXFMT_ARGB_8888,
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GR_TEXFMT_ALPHA_INTENSITY_44,
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GR_TEXFMT_ALPHA_INTENSITY_88
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Output formats: Same as input unless compression or high resolution packs are used.
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High resolution texture packs: Rice format (Jabo and GlideHQ format coming later)
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Acknowledgments:
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I hope you enjoy GlideHQ (texture enhancer library for Glide64). Greatest
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thanks to Gonetz for making this happen in his busy time. We've rushed
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everything to share the eye-candy with all of you N64 emulation fans. I
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would also like to thank a great friend of mine, Daniel Borca for providing
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the texture compression code, Maxim Stepin (hq2x 4x), and Derek Liauw Kie Fa
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(2xSaI) for the filtering engines, Rice for his N64 graphics plugin source
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code, and Mudlord for the hq2xS lq2xS code. GlideHQ also uses the boost C++
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libraries, zlib general purpose compression library, and the Portable Network
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Graphics library. Thanks to all the developers for making them available. And
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special thanks to the Glide64 beta testing crew. Without their feedbacks
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this library would not have seen daylight. Thank you all.
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The source code for GlideHQ is released in hopes that it will be improved.
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I know the coding is not on par after so many late night caffeine boosts.
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If you have suggestions or modifications, please feel free to post them on
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the Glide64 forum at emuxhaven.
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Porting the library to other platforms should not be so hard. The coding is
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done with cross platform compatibility in mind and will build with GCC and
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GNU make. Currently supported are 32-bit Linux and Microsoft Windows.
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If you are looking for driver updates for your 3Dfx Interactive Inc. graphics
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card, grab them from the forums at http://www.3dfxzone.it/enboard/
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Unbelievable as it seems, drivers are still being updated after 6 years
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from 3Dfx's demise.
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I know N64 rules, anyone up for PSX? :))
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-KoolSmoky
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References:
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[1] R.W. Floyd & L. Steinberg, An adaptive algorithm for spatial grey scale,
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Proceedings of the Society of Information Display 17, pp75-77, 1976
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[2] Ken Turkowski, Filters for Common Resampling Tasks, Apple Computer 1990
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http://www.worldserver.com/turk/computergraphics/ResamplingFilters.pdf
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[3] Don P. Mitchell and Arun N. Netravali, Reconstruction Filters in Computer
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Graphics, SIGGRAPH '88, Proceedings of the 15th annual conference on
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Computer graphics and interactive techniques, pp221-228, 1988
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[4] J. F. Kaiser and W. A. Reed, Data smoothing using low-pass digital
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filters, Rev. Sci. instrum. 48 (11), pp1447-1457, 1977
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[5] Maxim Stepin, hq4x Magnification Filter, http://www.hiend3d.com/hq4x.html
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[6] Derek Liauw Kie Fa, 2xSaI, http://elektron.its.tudelft.nl/~dalikifa
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[7] Dirk Stevens, Eagle engine http://www.retrofx.com/rfxtech.html
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[8] 3DFX_texture_compression_FXT1 and EXT_texture_compression_s3tc extension
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specs from the OpenGL Extension Registry. http://oss.sgi.com/projects/
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ogl-sample/registry/
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