Re: [Warzone-dev] Linux crashdumps

2007-02-21 Thread Dennis Schridde
Am Donnerstag, 22. Februar 2007 schrieb Dennis Schridde: > Am Mittwoch, 21. Februar 2007 schrieb Dennis Schridde: > > Am Mittwoch, 21. Februar 2007 schrieb Dennis Schridde: > > > Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > > > > On 2/21/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:

Re: [Warzone-dev] Linux crashdumps

2007-02-21 Thread Dennis Schridde
Am Mittwoch, 21. Februar 2007 schrieb Dennis Schridde: > Am Mittwoch, 21. Februar 2007 schrieb Dennis Schridde: > > Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > > > On 2/21/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > > > > For those interested in signal handling and backtrace cre

Re: [Warzone-dev] Linux crashdumps

2007-02-21 Thread Dennis Schridde
Am Mittwoch, 21. Februar 2007 schrieb Dennis Schridde: > Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > > On 2/21/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > > > For those interested in signal handling and backtrace creation, this > > > sample might be usefull. > > > > Dump caused

Re: [Warzone-dev] Linux crashdumps

2007-02-21 Thread Dennis Schridde
Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > On 2/21/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > > For those interested in signal handling and backtrace creation, this > > sample might be usefull. > > Dump caused by signal: SIGSEGV, Segmentation fault > > Backtrace: >0x80

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread Dennis Schridde
Am Mittwoch, 21. Februar 2007 schrieb Per Inge Mathisen: > On 2/21/07, The Watermelon <[EMAIL PROTECTED]> wrote: > > 4.frequent texture binds > > ... > > > Any hints/ideas/comments? :) > > This would seem the easiest to improve. We can cram much more textures > into our texture atlases by making th

Re: [Warzone-dev] Patch: removal of duplicate code

2007-02-21 Thread Gerard Krol
Per Inge Mathisen wrote: On 2/17/07, Gerard Krol <[EMAIL PROTECTED]> wrote: I went duplicate code hunting, and fixed these occurrences of copy&paste. There are quite some more, but I leave those for another time. I have been working on this, and committed parts of it, but it is a real pain to

Re: [Warzone-dev] Patch: removal of duplicate code

2007-02-21 Thread Per Inge Mathisen
On 2/17/07, Gerard Krol <[EMAIL PROTECTED]> wrote: I went duplicate code hunting, and fixed these occurrences of copy&paste. There are quite some more, but I leave those for another time. I have been working on this, and committed parts of it, but it is a real pain to check it for correctness.

Re: [Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread Per Inge Mathisen
On 2/21/07, The Watermelon <[EMAIL PROTECTED]> wrote: 4.frequent texture binds ... Any hints/ideas/comments? :) This would seem the easiest to improve. We can cram much more textures into our texture atlases by making them larger. Then we need to switch between them less often. They are curre

[Warzone-dev] Re: [Warzone-commits] r792 - in /trunk: lib/sound/track.c lib/sound/track.h src/data.c

2007-02-21 Thread Gerard Krol
Giel van Schijndel wrote: Author: muggenhor Date: Mon Feb 19 22:52:27 2007 New Revision: 792 URL: http://svn.gna.org/viewcvs/warzone?rev=792&view=rev Log: * removed some redundant code from src/data.c: - the function dataAudioLoad first checked whether the audio system is disabled and if it

[Warzone-dev] gdebbuger profiling result with vertex arrays

2007-02-21 Thread The Watermelon
I am unable to make a comparison with old immediate mode,because I think devurandom's old gdebugger test with immediate mode didnt have a % and number of calls per frame info attached... just to list major hoggers:(scene:default view position in map rush with 'advanced base') without shadows: glD

Re: [Warzone-dev] Linux crashdumps

2007-02-21 Thread Per Inge Mathisen
On 2/21/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: For those interested in signal handling and backtrace creation, this sample might be usefull. Dump caused by signal: SIGSEGV, Segmentation fault Backtrace: 0x8048513 0x315420 0x8048995 0x4b8ae4e4 0x8048451 At

[Warzone-dev] Linux crashdumps

2007-02-21 Thread Dennis Schridde
Wrote a crashdumper for Linux which I will integrate alongside the minidumper for Windows. For those interested in signal handling and backtrace creation, this sample might be usefull. Package contains of an app which dumps the crash informations into mdump.gdmp and another app which retrieves i

Re: [Warzone-dev] Evaluate AngelScript as an alternative to lua?

2007-02-21 Thread Christian Vest Hansen
"-strict syntaxs indent is really painful for developers with different coding style(2 space indent,4 space indent,2 tab,4 tab,2space 2 tab etcetc)" Always 4 spaces by convention. I wouldn't call pythons syntax a drawback. Another + for python is that it probably have the best tool support of th

Re: [Warzone-dev] Evaluate AngelScript as an alternative to lua?

2007-02-21 Thread The Watermelon
On 2/21/07, Gerard Krol <[EMAIL PROTECTED]> wrote: I'd say we'd better use a more mature alternative, as Lua or Python. A little comparison: Anglescript, call script function from C: http://www.angelcode.com/angelscript/sdk/docs/manual/pages/man_callscriptfunc.html Anglescript, call C functi

RE: [Warzone-dev] Evaluate AngelScript as an alternative to lua?

2007-02-21 Thread Gerard Krol
I'd say we'd better use a more mature alternative, as Lua or Python. A little comparison: Anglescript, call script function from C: http://www.angelcode.com/angelscript/sdk/docs/manual/pages/man_callscriptfunc.html Anglescript, call C function from script: no clear example found Python, call sc