I wonder if there are any endianess issues in the x64 compiler or
assembler or also any issues with volatile registers.

2010/2/10 Matthias Bentrup <[email protected]>:
> You should also check that the refdef_t parameter in RenderScene is passed
> correctly. Generally the passing of structure pointers can be a problem if
> they are compiled on different ABIs as the layout / alignment rules may be
> different. So at least check that the sizeof(refdef_t) is identical in the
> engine and the qvm (add a debug print somewhere).
>
> 2010/2/10 Michael Menegakis <[email protected]>
>>
>>
>> 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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>
>
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