[FIXED]22 pixel border OpenGL bug

Squall Leonhart
Posting Freak
Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

[FIXED]22 pixel border OpenGL bug

Post by Squall Leonhart »

i keep forgetting, do we support vista, or do we still tell people to upgrade to XP?

 

[img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />

Clements
Junior Member
Posts: 4
Joined: Tue Mar 18, 2008 5:22 pm

[FIXED]22 pixel border OpenGL bug

Post by Clements »

Printscreen doesn't crash the emulator for me (Direct3D/OpenGL, VBA-M r461).

spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

[FIXED]22 pixel border OpenGL bug

Post by spacy51 »

i keep forgetting, do we support vista, or do we still tell people to upgrade to XP?

 

[img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />

 

I'd say we support Vista, because VBA already runs fine on it.

 

However, I will not add Vista-only features.

Squall Leonhart
Posting Freak
Posts: 1223
Joined: Tue Mar 18, 2008 9:21 am

[FIXED]22 pixel border OpenGL bug

Post by Squall Leonhart »

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41" data-ipsquote-contentclass="forums_Topic"><div>

i keep forgetting, do we support vista, or do we still tell people to upgrade to XP?

 

[img]<fileStore.core_Emoticons>/emoticons/laugh.png[/img]/emoticons/laugh@2x.png 2x" width="20" height="20" />

 

I'd say we support Vista, because VBA already runs fine on it.

 

However, I will not add Vista-only features.

</div></blockquote>
 

no, but using the key assigned to screencapture appears to cause it, and i had mine set to printscreen, so this would crash the emulator,

 

assigning it to others does the same, so im logging it as a bug.

spacy51
Senior Member
Posts: 371
Joined: Tue Mar 18, 2008 4:59 pm

[FIXED]22 pixel border OpenGL bug

Post by spacy51 »

By the way, I fixed the bug a while ago.

 

It was actually not in the OpenGL code itself but somewhere else where the image placement was calculated.

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