Path: blob/master/libmupen64plus/mupen64plus-video-glide64mk2/src/GlideHQ/README.txt
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/*1* GlideHQ (Texture enhancer library for Glide64)2* Version: 1.53*4* Copyright (C) 2007 Hiroshi Morii aka KoolSmoky All Rights Reserved.5* Email koolsmoky(at)users.sourceforge.net6* Web http://www.3dfxzone.it/koolsmoky7*8* this is free software; you can redistribute it and/or modify9* it under the terms of the GNU General Public License as published by10* the Free Software Foundation; either version 2, or (at your option)11* any later version.12*13* this is distributed in the hope that it will be useful,14* but WITHOUT ANY WARRANTY; without even the implied warranty of15* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the16* GNU General Public License for more details.17*18* You should have received a copy of the GNU General Public License19* along with GNU Make; see the file COPYING. If not, write to20* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.21*/2223About:24This is a realtime texture enhancer library with hi-resolution texture25pack support for Glide64 (http://glide64.emuxhaven.net). Traditional and26non-traditional techniques have been used to achieve speed and high image27quality even on a 9 year old 3Dfx Voodoo2.2829Although the 3Dfx Glide3x texture format naming conventions are used, the30library can be expanded for generic use.3132Supported:33OS: 32bit Linux and MS Windows34Enhancers: Hq4x, Hq2x, Hq2xS, Lq2x, Lq2xS, Super2xSai, x235Filters: Smooth (1,2,3,4), Sharp (1,2)36Compressors: FXT1, S3TC37Input formats: GR_TEXFMT_ALPHA_8,38GR_TEXFMT_RGB_565,39GR_TEXFMT_ARGB_1555,40GR_TEXFMT_ARGB_4444,41GR_TEXFMT_ARGB_8888,42GR_TEXFMT_ALPHA_INTENSITY_44,43GR_TEXFMT_ALPHA_INTENSITY_8844Output formats: Same as input unless compression or hires packs are used.45Hires texture packs: Rice format (Jabo and GlideHQ format coming later)4647Acknowledgments:48I hope you enjoy GlideHQ (texture enhancer library for Glide64). Greatest49thanks to Gonetz for making this happen in his busy time. We've rushed50everything to share the eye-candy with all of you N64 emulation fans. I51would also like to thank a great friend of mine, Daniel Borca for providing52the texture compression code, Maxim Stepin (hq2x 4x), and Derek Liauw Kie Fa53(2xSaI) for the filtering engines, Rice for his N64 graphics plugin source54code, and Mudlord for the hq2xS lq2xS code. GlideHQ also uses the boost C++55libraries, zlib general purpose compression library, and the Portable Network56Graphics library. Thanks to all the developers for making them available. And57special thanks to the Glide64 beta testing crew. Without their feedbacks58this library would not have seen daylight. Thank you all.5960The source code for GlideHQ is released in hopes that it will be improved.61I know the coding is not on par after so much late night caffeine boosts.62If you have suggestions or modifications, please feel free to post them on63the Glide64 forum at emuxhaven.6465Porting the library to other platforms should not be so hard. The coding is66done with cross platform compatibility in mind and will build with GCC and67GNU make. Currently supported are 32bit Linux and MS Windows.6869If you are looking for driver updates for your 3Dfx Interactive Inc. gfx70card, grab them from the forums at http://www.3dfxzone.it/enboard/71Unbelievable as it seems, drivers are still being updated after 6 years72from 3Dfx's demise.7374I know N64 rules, anyone up for PSX? :))7576-KoolSmoky7778References:79[1] R.W. Floyd & L. Steinberg, An adaptive algorithm for spatial grey scale,80Proceedings of the Society of Information Display 17, pp75-77, 197681[2] Ken Turkowski, Filters for Common Resampling Tasks, Apple Computer 199082http://www.worldserver.com/turk/computergraphics/ResamplingFilters.pdf83[3] Don P. Mitchell and Arun N. Netravali, Reconstruction Filters in Computer84Graphics, SIGGRAPH '88, Proceedings of the 15th annual conference on85Computer graphics and interactive techniques, pp221-228, 198886[4] J. F. Kaiser and W. A. Reed, Data smoothing using low-pass digital87filters, Rev. Sci. instrum. 48 (11), pp1447-1457, 197788[5] Maxim Stepin, hq4x Magnification Filter, http://www.hiend3d.com/hq4x.html89[6] Derek Liauw Kie Fa, 2xSaI, http://elektron.its.tudelft.nl/~dalikifa90[7] Dirk Stevens, Eagle engine http://www.retrofx.com/rfxtech.html91[8] 3DFX_texture_compression_FXT1 and EXT_texture_compression_s3tc extension92specs from the OpenGL Extension Registry. http://oss.sgi.com/projects/93ogl-sample/registry/949596