2010/2/9 Michael Menegakis <[email protected]>

> 2010/2/9 Michael Menegakis <[email protected]>
>
> The secret was to
>>
>> a) replace longs with int64_t (or intptr_t if appropriate).
>>
>> but also
>>
>> b) Call (all) functions (found) inside assembly code with the
>> __attribute___ ((sysv_abi))___
>>
>> (I practically did it by putting a CROSSCALL in front of their
>> declarations
>>
>> with CROSSCALL being,
>>
>> #ifdef    WIN64
>>     #define CROSSCALL __attribute__ ((sysv_abi))
>> #elif     WIN32
>>     #define CROSSCALL __attribute__ ((ms_abi))
>> #else
>>     #define CROSSCALL __attribute__ ((sysv_abi))
>> #endif
>>
>
> It terms of functionality,  it loads into the game with 2D fine (e.g.
> console, even fonts) but it does not appear to render 3D properly, e.g. even
> the 'Quake III Arena' 3D graphic on UI doesn't work.
>

Any idea how to debug it?

kevlarman at irc had the idea to determine if trap_R_AddRefEntityToScene
gets sane values. Apparently RE_AddRefEntityToScene gets the origin correct
on all 3 vm types.

I can see *something* in the scene. There's a distorted 'horizon', there's
some color; it's like the 'camera' is completely off.

2d, (console, printing of fonts by cl_scrn.c, etc., even scores of cg.),
audio, are, rest gameplay, are fine.
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