QUOTE(Squidge @ Apr 8 2008, 06:35 AM)

Maybe because they are screenshots from a PlayStation?
No, that's because the wobbly textures (aka textures without perspective correction) are caused by the PS1 GPU rendering pure 2D polygons with the 3D transforms being done in the CPU. There's not really much an emulator can do except render pretty 2D polygons with perspective-distorted textures because we don't have a way to access a vertex's z coordinate.
I expected you, of all people, to at least look and know the PS1 had no texture filtering, and RRR ran at 320x240 so obviously that couldn't be shots from an actual PlayStation.
(personal note: sorry if I sounded rude in that other thread. I really don't want to start here negatively

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QUOTE(Squidge @ Apr 8 2008, 06:35 AM)

Either that, or Tinnus is extremely advanced with poking GPU hardware registers, as there's no OpenGL library yet, and the hardware-level GPU register descriptions are under tight NDA - none of the current Pandora developers have access to them.
Oh, and current developer LCD's are 480x640. Only one person has a 800x480 display.
The shots are from the PC version, which I'm developing currently with TI's emulation DLLs. I don't actually have any hardware, but I presume it will be rather easy to get it (the GL ES 2.0 code) working in the actual hardware when it's available. I never said these were shots from ac actual Pandora, just how it's "going to lok like".
I just wanted to show you folks we are actually working on the emulator already, even though we have no hardware yet. Maybe I was just plain wrong to begin with.
Oh, and for those deonstratig any interest, there will be options to adjust the aspect ratio, no problem.