Didn't it have something to do with Windows' default drivers having abysmal OpenGL support? I think somebody touched on this like a year ago, so my memory may be sketchy.Nightcrawler wrote:Ok.. thanks for the information. That's the way to go in my eyes.
OpenGL and D3D are for most purposes equal in their functionality. If you use OpenGL in the windows port, you have the advantage that you can make one OpenGL change for all ports rather than have to do it in D3D and OpenGL
I'm not sure why you would choose to use D3D if you are managing multiple ports and know how to use OpenGL.
Request: Widescreen Support
Moderator: ZSNES Mods
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- Dark Wind
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- ZSNES Developer
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nVidia has excellent driver support. ATi is the ones that need to learn what it means to make something that even a moron can install.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
With MAME the official platform is Windows, with others being ports not necessarily done by the core team. Each port(Win32, DOS, Linux, Mac, Xbox, BeOS, SDL, Solaris, PS2, N64, Gamecube, Dreamcast, etc.) has it's own section that handles sound/display output, and a method of input. The core merely interfaces the same way with all of the OSD layers.Nightcrawler wrote:Ok.. thanks for the information. That's the way to go in my eyes.
OpenGL and D3D are for most purposes equal in their functionality. If you use OpenGL in the windows port, you have the advantage that you can make one OpenGL change for all ports rather than have to do it in D3D and OpenGL
I'm not sure why you would choose to use D3D if you are managing multiple ports and know how to use OpenGL.
EDIT-Think of the OSD layer as a separate API that each port uses.
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- Romhacking God
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