Search found 176 matches
- April 23rd, 2016, 9:30 pm
- Forum: General DXGL Discussion
- Topic: Cool! Looking for contributors?
- Replies: 1
- Views: 19372
Re: Cool! Looking for contributors?
Personally, I was hoping to bring the development a little further before accepting new patches. Right now, I am working on patching things up, and have been working on a rewrite of some of the internals. By the way, I am currently working on phasing out C++ in favor of regular C, in order to make t...
- February 13th, 2016, 3:56 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: 3DMark series as 03... - force windowed mode
- Replies: 1
- Views: 18595
Re: 3DMark series as 03... - force windowed mode
DXGL does not work with 3DMark03. 3DMark03 is DirectX9 and DXGL 0.5.8 emulates DirectX 1 through 7 only.
- January 18th, 2016, 9:22 pm
- Forum: General information
- Topic: DXGL Twitter account no longer gives status
- Replies: 0
- Views: 56598
DXGL Twitter account no longer gives status
A Twitter account has been set up for DXGL at https://twitter.com/dxgl_org When a Git commit is pushed, a Tweet will be automatically generated. (No longer available due to Twitter API pricing) Other news may be posted there too. Please note that this link is subject to Twitter's rules and privacy p...
- January 13th, 2016, 10:40 pm
- Forum: General DXGL Discussion
- Topic: nice to see activity around here!
- Replies: 5
- Views: 24822
Re: nice to see activity around here!
Hi. Sorry for the late reply. I haven't had much time to interact, with work being quite busy. However, I have been finding little bits of time to tweak things up. For example, several server upgrades have been done which should improve performance (I still have more tweaks, such as getting rid of A...
- September 5th, 2015, 11:31 am
- Forum: DXGL Bug reports and suggestions.
- Topic: MultiMonitor options?
- Replies: 2
- Views: 19565
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: 31744
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...
- May 28th, 2015, 6:23 pm
- Forum: DXGL Bug reports and suggestions.
- Topic: Lands of Lore II dithering
- Replies: 8
- Views: 31744
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: 31744
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 featu...
- May 16th, 2015, 11:28 am
- Forum: DXGL Development
- Topic: [VIDEO] How to build DXGL from SVN
- Replies: 3
- Views: 38167
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 s...
- January 25th, 2015, 7:11 pm
- Forum: DXGL Development
- Topic: War Gods - direct3d1
- Replies: 4
- Views: 22413
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."