SkyGfx SSE1 (Win32, no SSE2) � plugin-sdk based, /arch:SSE
- C++ 85.9%
- HLSL 7.1%
- C 6.1%
- Lua 0.7%
- Batchfile 0.2%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
- premake5.lua: use ../plugin-sdk/plugin_sa/game_sa as RW SDK (no RWSDK36 needed) defines GTASA/RW/_DX9_SDK_INSTALLED/_XM_NO_INTRINSICS_, Win10 SDK fxc.exe, /arch:SSE - shaders: envCarPS.ps_2_0 exceeds 64 slots -> rebuild_shaders.bat retries as ps_2_a - ModuleList.hpp: add missing <string> - texdb.cpp: add <string> <cstring> <cctype> Built: Release|Win32 299KB PE32 DLL, verified headers, movss 416 dominant |
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| external | ||
| resources | ||
| shaders | ||
| src | ||
| .gitignore | ||
| .gitmodules | ||
| premake5.cmd | ||
| premake5.exe | ||
| premake5.lua | ||
| readme.md | ||
| rebuild_shaders.bat | ||
SkyGfx (Sky is name of Renderware for the PS2) brings accurate PS2 graphics to the PC version of San Andreas, Vice City and III (and now Xbox graphics to III and Vice City).
More information on gtaforums.
How to compile: Define the RWSDK36 environmental variable or replace it with the path to RWSDK in premake5.lua. For example:
RWSDK36: <some path>\RWSDK\RW36\Graphics\rwsdk\include\d3d9
Use premake to generate a solution.
