I've finished NextGL v1.6 which has had some very cool new features put into it 
There has been some important fixes included, such as a special DMA chain fix that prevents the plugin from crashing in programs like Thor's Cracktro #1. (Which I think NextGL v1.6 and Next3D v1.1 are the only ones that can run it.)
Get the mentioned cracktro here
I've also added post bilinear filtering, and my favorite, motion bluring! Check out the screen shots section to see what I'm talking about
And for the special treat, I've released a wall paper called "Nebula." Definitely worth a look if you haven't seen it yet
Get it in 3 different resolutions from the pictures section!
Here's the list of changes:
- A flush of OpenGL's buffers occur before the true color texture cache is
dumped. This might fix some rendering errors some people might experience.
- Fixed memory overflow problem in DMA chain. Not only does this fix crashing,
but it also has fixed several display issues. Accurately emulates the
real PSX's GPU DMA processing a bit more now than it did before
- Fixed semi transparency problems
- Added all types of free dimension rectangle primitives
- Added all types of 1x1 rectangle primitives
- Added all types of 1x1 sprites (they don't actually draw anything)
- Added all types of 8x8 rectangle primitives
- Added all types of 16x16 rectangle primitives
- Updated the palettized sprites so that they don't disappear when a 16-bit texture page is encountered
- If you haven't noticed by now, the MMX version of the plugin has been discontinued. Mainly because of the fact that I wasn't actually using MMX very often, so it didn't make sense to make the distribution package larger or potentially confuse someone as to which version of the plugin to use
- Removed performance bottleneck in the new texture creation code. Truecolor modes are running faster now, as are palettized modes!
- Fixed a small screen resizing bug. This also fixes some weird "double drawing" effects that were occuring because of bad drawing areas.
- Fixed some really weird VScreen problems that were causing some really weird problems.
- Command buffer overflow fixed. Some external application may attempt to put more data into the command buffer than the real PSX could support.
- Accounted for other types of flat lines
- Accounted for other types of G-Shaded lines
- Added some more fixes so that polylines are handled correctly
- Fixed the VScreen dimension finding code
- Added double scanlines
- Added better detection for when the display has been modified
- Changed VScreen texture dimension detection to be more efficient with memory.
- Added the screen filter "post bilinear filtering." You may experience some minor rapid color flickering or screen "melts." It looks cool though
- Added fast and slow motion blur! (Slow meaning leaves lots of trails, not slow as in poor performance.)
* Slow motion blur might be the preferred motion blur
* One more thing, please don't complain about screen distortion when using motion bluring. I'm definitely trying to fix this to the best of my ability!
- Updated the "dump plugin info" to include screen filtration modes
- Updated the "dump plugin info" to include the texture page types for the sprite and primitive caches.
Get the plugin here
I'll be releasing Next3D v1.1 later today.
Have fun!
There has been some important fixes included, such as a special DMA chain fix that prevents the plugin from crashing in programs like Thor's Cracktro #1. (Which I think NextGL v1.6 and Next3D v1.1 are the only ones that can run it.)
Get the mentioned cracktro here
I've also added post bilinear filtering, and my favorite, motion bluring! Check out the screen shots section to see what I'm talking about
And for the special treat, I've released a wall paper called "Nebula." Definitely worth a look if you haven't seen it yet
Here's the list of changes:
- A flush of OpenGL's buffers occur before the true color texture cache is
dumped. This might fix some rendering errors some people might experience.
- Fixed memory overflow problem in DMA chain. Not only does this fix crashing,
but it also has fixed several display issues. Accurately emulates the
real PSX's GPU DMA processing a bit more now than it did before
- Fixed semi transparency problems
- Added all types of free dimension rectangle primitives
- Added all types of 1x1 rectangle primitives
- Added all types of 1x1 sprites (they don't actually draw anything)
- Added all types of 8x8 rectangle primitives
- Added all types of 16x16 rectangle primitives
- Updated the palettized sprites so that they don't disappear when a 16-bit texture page is encountered
- If you haven't noticed by now, the MMX version of the plugin has been discontinued. Mainly because of the fact that I wasn't actually using MMX very often, so it didn't make sense to make the distribution package larger or potentially confuse someone as to which version of the plugin to use
- Removed performance bottleneck in the new texture creation code. Truecolor modes are running faster now, as are palettized modes!
- Fixed a small screen resizing bug. This also fixes some weird "double drawing" effects that were occuring because of bad drawing areas.
- Fixed some really weird VScreen problems that were causing some really weird problems.
- Command buffer overflow fixed. Some external application may attempt to put more data into the command buffer than the real PSX could support.
- Accounted for other types of flat lines
- Accounted for other types of G-Shaded lines
- Added some more fixes so that polylines are handled correctly
- Fixed the VScreen dimension finding code
- Added double scanlines
- Added better detection for when the display has been modified
- Changed VScreen texture dimension detection to be more efficient with memory.
- Added the screen filter "post bilinear filtering." You may experience some minor rapid color flickering or screen "melts." It looks cool though
- Added fast and slow motion blur! (Slow meaning leaves lots of trails, not slow as in poor performance.)
* Slow motion blur might be the preferred motion blur
* One more thing, please don't complain about screen distortion when using motion bluring. I'm definitely trying to fix this to the best of my ability!
- Updated the "dump plugin info" to include screen filtration modes
- Updated the "dump plugin info" to include the texture page types for the sprite and primitive caches.
Get the plugin here
I'll be releasing Next3D v1.1 later today.
Have fun!