Last tested
r2362
![[Image: 2itftjq.jpg]](http://i52.tinypic.com/2itftjq.jpg)
![[Image: t8ao1x.jpg]](http://i56.tinypic.com/t8ao1x.jpg)
![[Image: epepat.jpg]](http://i54.tinypic.com/epepat.jpg)
![[Image: 2jfwykw.jpg]](http://i51.tinypic.com/2jfwykw.jpg)
![[Image: mh67g7.jpg]](http://i55.tinypic.com/mh67g7.jpg)
History::
r1681
Doesn't do much
r2362
![[Image: 2itftjq.jpg]](http://i52.tinypic.com/2itftjq.jpg)
![[Image: t8ao1x.jpg]](http://i56.tinypic.com/t8ao1x.jpg)
![[Image: epepat.jpg]](http://i54.tinypic.com/epepat.jpg)
![[Image: 2jfwykw.jpg]](http://i51.tinypic.com/2jfwykw.jpg)
![[Image: mh67g7.jpg]](http://i55.tinypic.com/mh67g7.jpg)
Code:
[-] Disable VBO (automatically disabled if not supported)
[X] Only GE graphhics (not recommended for homebrew)
[-] Use vertex cache
[x] Use shaders (experimental)
[x] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
[-] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
[-] Enable VAO (only relevant when using shaders and vertex cache)
[-] Enable saving GE screen to Textures instead of Memory
[-] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
[x] Enable dynamic shader generation (only relevant when using shaders rec for AMD/ATI)
[x] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
[-] Enable the shader implementation for the "Color Mask" (more accurate but slower)
History::
r1681
Doesn't do much
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