custom renderer

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falichs
Snes9x White Belt
Posts: 1
Joined: Wed Sep 25, 2013 11:33 am

custom renderer

Post by falichs » Wed Sep 25, 2013 11:55 am

hi,

i've recently developed a real-time implementation of the "Depixelizing Pixel Art" Algorithm (http://research.microsoft.com/en-us/um/ ... /pixel.pdf) and now i'd like to try it out on an actual emulator. My implementation is done in c++ and OpenGl 3.3.

i've never done anything with emulators before - can you guys tell me where to start?

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OV2
Official Win32 Porter/Dev
Posts: 679
Joined: Thu Aug 30, 2007 10:15 pm

Re: custom renderer

Post by OV2 » Thu Sep 26, 2013 8:45 am

What platform are you trying to implement this on? In the windows port software filters are implemented in win32/render.cpp. If you require OpenGL then you should probably do it in win32\COpenGL.cpp (COpenGL::Render is called to display each frame).

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