So this is not completely technically accurate, but close enough: If you drop a DLL file into the same directory as an executable that requires it, I believe the dependencies are pulled from there rather than from a DLL in the GAC.
ENB Series does this & It is quite beautiful (if GPU-intensive). It provides for custom color correction, SSAO, & a lot of other graphical tweaks. It doesn't work for a lot of games & it's custom tailored for the games, but it does work for DirectX games that it wasn't specifically designed for.
Is there a similar way to modify graphics for OpenGL applications? I think it would be neat to implement these features in Space Engine.
I just tried another wrapper, one I tested with Doc about a week ago. At first it crashed, I set mipmaps to 1 and got really bad artifacting close to planet surfaces. I then set it to 0 and everything was fine, no additional effects. Then I set it back to 2 and it didn't crash or anything, but it still had no additional effects. The SE.log says it reads the new .dll with no errors and the wrapper's own log has no errors. Gonna mess with this further.
I just wanted to inform everybody that the latest reshade release (reshade.me) with included sweetfx 2.0 preview, does work with space engine.
Download ReShade 0.14.0 Public Beta with SweetFX 2.0 Preview 2.7z extract it and run ReShade Setup.exe- Point Setup program to ...\SpaceEngine 0.972\system\SpaceEngine.exe and run.
Necessary files should be created in system folder. Now if you run spaceengine a welcome text should appear indicating that shaders have been succesfully hooked.
You can edit effects in ...\SpaceEngine 0.972\system\SweetFX.txt (you can edit them, while is SE running, it will compile once you save the txt file Not all of them work, but a lot. Like e.g. this explosion effect http://imgur.com/T5zYRK4
Edited by fullmetaljackass - Friday, 13.02.2015, 15:28