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Re: Thin emulation?
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@Samurai

have a look here: http://www.starstonesoftware.com/OpenGL/mac.htm

Example of openGL code 3.x + on OSX
There are example of how you can recode 1.4 to 1.1 GLSL.


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Re: Thin emulation?
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Quote:

Samurai_Crow wrote:
I would convert all of the values to integers and see if there is a sampler for reading in ivec4 instead of vec4. I couldn't use floating point textures though. In OpenGL 3.x they introduced shift operations and modulo as well as bit masking.


Check if EXT_gpu_shader4 is supported on your Mac. If it is, you should be able to use bitwise operations withoug OpenGL 3.

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Re: Thin emulation?
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I'll probably get MacOSX 10.7 for my birthday. It has OpenGL 3 support but only in software.

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Re: Thin emulation?
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Update:

Along the way to my quest, I discovered that MrgCop() and RethinkDisplay() are inadequate to the task of providing a gateway to Copper emulation. They depend too much on the base Copper-list pointed to by the ViewPort structure. It seems they only work in trivial cases such that only color-change copper lists would work well and anything non-trivial will not work (eg. changing bitplane pointers relative to the top of an Intuition-scrolled screen).

I hoped the X1000 will be able to emulate the NatAmi using this GPU acceleration, but I kind of doubt that there will be sufficient time and energy to write a NatAmi emulator before it comes out anyway.

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Re: Thin emulation?
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@Samurai_Crow

any news on this?

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Re: Thin emulation?
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@AmigaBlitter

I was think about doing a Effects library of some sorts, some thing that can easy do the old effects, but is not trying to do the P2C because that's just a wast of CPU, and use Composition for scaling.

At lest that's doable, the question is if anyone is going to use it, if I do.


Edited by LiveForIt on 2014/3/26 23:55:33
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