On 4/24/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
* Turn some implicit conversions of void* to something* into an explicit cast
Is that really necessary? Can't you use some switch to turn such
warnings off instead? It is ugly, and makes maintenance harder. Void
was meant as a generic
Per Inge Mathisen schreef:
On 4/24/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
* Turn some implicit conversions of void* to something* into an explicit
cast
Is that really necessary? Can't you use some switch to turn such
warnings off instead? It is ugly, and makes maintenance
On 4/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Mon, 23 Apr 2007 18:21:13 -0400 Angus Lees [EMAIL PROTECTED]
wrote:
On 4/23/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
What libraries does this depend on?
Because I'm getting some linker errors:
glBeginFragmentShaderATI,
On 4/24/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
* Turn some implicit conversions of void* to something* into an explicit
cast
Is that really necessary? Can't you use some switch to turn such
warnings off instead? It is ugly, and makes maintenance harder. Void
was meant as a
В сообщении от 24 апреля 2007 10:18 Angus Lees написал(a):
On 4/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Mon, 23 Apr 2007 18:21:13 -0400 Angus Lees [EMAIL PROTECTED]
wrote:
On 4/23/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
What libraries does this depend on?
Because
Am Dienstag, 24. April 2007 schrieb Angus Lees:
I think problem was with glext.h not have all *ATI define. The
Nvidia dev package no have them listed, so it could not compile
link them.
I'm using the prototypes from SDL_opengl.h - which on my version has all
the ATI functions mentioned
Am Dienstag, 24. April 2007 schrieb [EMAIL PROTECTED]:
What means that? http://msdn.microsoft.com/vstudio/express/
# Price: FREE!
# Download Size: 35-70 MB per Express Edition
Then platform SDK and all rest about 400MB I think.
free as in freedom, not free as in beer means he is not
Am Dienstag, 24. April 2007 schrieb Dennis Schridde:
Am Dienstag, 24. April 2007 schrieb kim metcalfe:
did read where a map was requested with certain stuff required..
read the readme inside.
see the pics on the forums.
Nice map.
And nice tileset. :)
I merged all the files into one
the turret imd(any weapon) on hardpoint is missing in game with the head
rev,it worked fine in few revision
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Posted by Dennis Schridde on April 24, 2007 - 16:14:
Am Dienstag, 24. April 2007 schrieb kim metcalfe:
did read where a map was requested with certain stuff required..
read the readme inside.
see the pics on the forums.
Nice map.
And nice tileset. :)
I merged all the files into one .wz file (put
This is how to convert normal map WDG to .wz.
Normal in that no custom textures, since that is lots more work.
Need to convert pxc to png, and then lots edit in addon.lev. So
we no do that now. :)
1: get wdgload biglist2.txt that Rodzilla make. He upload on
mailing list.
2: find
Am Dienstag, 24. April 2007 schrieb [EMAIL PROTECTED]:
This is how to convert normal map WDG to .wz.
Normal in that no custom textures, since that is lots more work.
Need to convert pxc to png, and then lots edit in addon.lev. So
we no do that now. :)
1: get wdgload biglist2.txt that
On 4/24/07, The Watermelon [EMAIL PROTECTED] wrote:
the turret imd(any weapon) on hardpoint is missing in game with the head
rev,it worked fine in few revision
That is really odd. We have not removed any IMDs AFAIK. In which
revision did it stop working?
- Per
On Tue, 24 Apr 2007 16:27:28 -0400 Dennis Schridde
[EMAIL PROTECTED] wrote:
Am Dienstag, 24. April 2007 schrieb [EMAIL PROTECTED]:
This is how to convert normal map WDG to .wz.
Normal in that no custom textures, since that is lots more work.
Need to convert pxc to png, and then lots edit in
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