Are you sure nothing changes? Try making two screenshots with Fraps or Afterburner, one with "Screen resolution: By desktop" and another with "Screen resolution: By app" and compare their dimensions.
Do you use nglide_config bundled with the game?
Search found 1712 matches
- Sun Nov 03, 2019 12:32 am
- Forum: Problems
- Topic: Hitman codename 47 (GOG version)
- Replies: 1
- Views: 3240
- Wed Oct 30, 2019 5:48 am
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
So I overlooked Glide drawing calls with grFunction(int nVerts, int ilist[], const GrVertex vlist[]) and args pass-through weren't done correctly. I just got the SDK2 TEST28 to pass and called it done :P . Thanks. :) OK, I fixed the GetState/SetState issue, and I could observe the BullZEye's armor ...
- Sun Oct 27, 2019 1:01 am
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
Excellent!
So, what was the problem with Summoner?

So, what was the problem with Summoner?
Certainly. I would even say it is far more probable with VertexLayout. While most games utilize none or only one Glide state copy, multiple VertexLayouts is the norm.
- Sat Oct 26, 2019 9:13 pm
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
It is the other way around. The buffers passed to Get()/Set() functions are user buffers. Games can use these functions to create multiple copies of the state for later use, like in this scenario: GrState statecopy1; GrState statecopy2; grDepthBufferMode(GR_DEPTHBUFFER_DISABLE); grGlideGetState(&...
- Sat Oct 26, 2019 2:59 pm
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
If the game figured out the offset to mess with Glide state, then it will be different than what it expected. I would be really shocked if there are games actually do this out there :shock: I don't think that's the case. If you don't pass state to host wrappers, my advice would be to check: -grGlid...
- Sat Oct 26, 2019 2:50 am
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
nGlide skips two sequential open calls only if all parameters are equal (none changed). If not, it calls grSstWinClose() internally at the beginning of grSstWinOpen() and proceeds. This is the desired behavior.
- Sat Oct 26, 2019 12:23 am
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
You did not mixed up 98ME and 2KME DLLs, did you? The error that you got seemed to be the issue. I have released the wrappers update in VOGONS. You can re-download the package. Nope, I'm sure. Same happens with the latest guest DLLs. By the way, would you mind PM me a dev version of nGlide for test...
- Fri Oct 25, 2019 5:49 pm
- Forum: Problems
- Topic: NGlide versus my glide games collection
- Replies: 371
- Views: 379046
- Fri Oct 25, 2019 5:48 pm
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
Here's my #1 report regarding Glide implementation itself. 1) Broken data format in glide2x.grDrawPlanarPolygon() Most likely format or stride issue. You can notice the problem in the demo of Summoner. Once you recognize the problem you may want to check glide.grDrawPlanarPolygon() as well. 2) Broke...
- Fri Oct 25, 2019 5:38 pm
- Forum: General
- Topic: nGlide and QEMU
- Replies: 36
- Views: 40359
Re: nGlide and QEMU
Sorry I no longer have Intel system to check out HAXM, but you can try without the "-vga cirrus" and load VBEMP XP driver instead. Both cirrus and stdvga work fine with WHPX for XP guest. -vga std worked. Though installing VBEMP NT resulted with a blue screen of death. Place the FXPTL.SYS...