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Question: Where in your script do you start emulating the blur effect. #36
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Take a look at line 1040 in libretronew.c
Try changing this to 0,2, or 3 that may be what you're looking for. it's the same setting in the parallel-n64 retroarch core that you can try: "(Glide64) Texture Filtering; automatic|N64 3-point|bilinear|nearest" |
I'm talking about the n64wasm.js file inside the dist folder. |
It's not in that file. You will need to recompile new versions of the n64wasm.js and n64wasm.wasm files yourself in order to make this change. |
Quick question, what does the code in the file do? |
Nj64wasm.js is what is generated by the Emscripten compiler to allow the webassembly file (N4wasm.wasm) be able to interact with the page. By default wasm files have no access to the DOM. It's also called "glue code". The Emscripten compiler also minifies it, that's why the code is all jumbled. It's not designed to be edited manually. |
Did you label the Glide64 setting from 0 - 3, so automatic will be 0 and nearest is 3. What does the other ones do in 1044 and 1038? |
These are the values:
and in 'code\Makefile' remove static void gfx_set_filtering(void)
{
//set it here
retro_filtering = 1;
if (log_cb)
log_cb(RETRO_LOG_DEBUG, "set filtering mode...\n");
switch (gfx_plugin) I'm not sure what the other setting on line 1044 does |
I am wondering where inside the module script you start emulating the blurring of textures. I am scrapping the other issue.
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