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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