Search found 192 matches
- September 5th, 2015, 11:31 am
- Forum: DXGL Bug reports and suggestions.
- Topic: MultiMonitor options?
- Replies: 2
- Views: 84879
Re: MultiMonitor options?
Hi. I don't know when I will tackle multi-monitor.
- May 29th, 2015, 9:39 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: Lands of Lore II dithering
- Replies: 8
- Views: 157416
Re: Lands of Lore II dithering
Hello. I have increased the maximum image size. It should be able to take a PNG upload now.
When I implement dithering control, I will also add the option to force 32-bit rendering, which should work for LOL:G with the exception of the loading screen (it uses DirectDraw direct surface access to draw ...
When I implement dithering control, I will also add the option to force 32-bit rendering, which should work for LOL:G with the exception of the loading screen (it uses DirectDraw direct surface access to draw ...
- May 28th, 2015, 6:23 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: Lands of Lore II dithering
- Replies: 8
- Views: 157416
Re: Lands of Lore II dithering
This feature will not appear for a while; it will be part of a major GUI overhaul of the configuration utility.
- May 28th, 2015, 6:15 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: Lands of Lore II dithering
- Replies: 8
- Views: 157416
Re: Lands of Lore II dithering
Please try re-uploading the picture as PNG instead of JPEG. That way the quality won't be lost. I will add dithering control, and forced 32-bit rendering, to a later version of DXGL. Currently dithering is controlled by the application, and Lands of Lore II turns it on. DXGL actually re-adds a ...
- May 16th, 2015, 11:28 am
- Forum: DXGL Development
- Topic: [VIDEO] How to build DXGL from SVN
- Replies: 3
- Views: 121009
Re: [VIDEO] How to build DXGL from SVN
You are correct. Binaries generated (at least in Release mode) will still be completely compatible with Windows XP SP3, and Windows Server 2003/XP X64 service pack 1 or 2 (Microsoft only officially supports SP2 for the v120_xp toolchain but my testing indicates SP1 works, at least for DXGL). Those ...
- January 25th, 2015, 7:11 pm
- Forum: DXGL Development
- Topic: War Gods - direct3d1
- Replies: 4
- Views: 137888
Re: War Gods - direct3d1
Hello. I will take a look at these issues soon. And regarding PM's, that is because the system still considers you a "Newly registered user."
- December 18th, 2014, 6:02 pm
- Forum: General DXGL Discussion
- Topic: Smoothing out jagged graphics on an old aerial combat sim
- Replies: 1
- Views: 74467
Re: Smoothing out jagged graphics on an old aerial combat si
Does it work if you add DXGL to it? If so and you have an NVIDIA GeForce 400 series or better you can enable FXAA in the control panel. Full AA support is not yet implemented. I could also add a color depth override but if the game uses DirectDraw to directly paint the US elements it will not work.
- December 11th, 2014, 7:16 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: black
- Replies: 1
- Views: 74388
Re: black
Right now hardware terrain rendering is broken. Click on the computer monitor in the top left of the screen then under Landscape Engine click software.
- December 8th, 2014, 12:01 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: cursor
- Replies: 0
- Views: 100955
Re: cursor
Do you by chance have mouse pointer trails turned on? If so, this is a known issue with fullscreen games under recent versions of Windows.
- September 29th, 2014, 7:15 pm
- Forum: General DXGL Discussion
- Topic: DirectX7 and DirectX6 emulation
- Replies: 5
- Views: 124116
Re: DirectX7 and DirectX6 emulation
The forcing of the use of the Reference Rasterizer is beyond the scope of DXGL's development. To do so, one must hack the game to replace the GUID of the HAL renderer with that of the Reference Rasterizer.