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Friday, 2 November 2001Other release of eVoodoo with a new panoramic view (16:9) and FPS counter. Also fixed FZero flashing bug and speedup some games. Saturday, 20 October 2001New minor release of eVoodoo with a more realistic fog and a new alternate lighting system that makes Doom 64, Star Soldier and Duke Nukem more playables and fixes WaveRace sky issues. Also includes enhanced support for older cards with less texture operations and now you can disable filtering and speed up games. Thursday, 11 October 2001Another minor release of eVoodoo with a rewritten fog code and fixes for Fighting Force 64, Waverace 64 and Goldeneye. Tuesday, 9 October 2001New minor release of eVoodoo that enhances some texture ops emulation and fixes a bug with Mario Kart 64 and Pandemonium... Thursday, 4 October 2001A new version of eVoodoo has been released. This release adds 32 bits rendering support, auto-frameskipping, new color combine system with less texture ops required, new fast alternate z-buffer optimized of Zelda, Banjo, GoldenEye & MKart (Buggy with Mario), enhanced fog, new control panel, less amount of memory required. Fixed some bug in Mario Kart, Sofware rendering for non-Direct3D compatible cards, faster framebuffer, partial 32bit screenshots support... Wednesday, 22 August 2001Next version will be ready in less of a month. Now I am working in the compatibility. I hope the this complete support of 3Dfx OpenGL drivers and Electronic Arts Trash driver. 3Dfx OpenGL compatibility will increase speed for the graphical cards that are quite fast with Direct3D, but has OpenGL drivers little optimized. Also there are another three projects in developement: eVoodoo 3, eVoodoo GL and eGL64. First tries to emulate GLIDE3X library, opening the possibilities of eVoodoo to more games and emulators. The second will be a port of eVoodoo to OpenGL/MesaGL that it has like objective to arrive at other platforms like Linux or MacOS. And finally, the last one is an OpenGL plugin for N64 emulators. Sorry by my bad English |