On 2/5/06, Scott Balneaves <[EMAIL PROTECTED]> wrote:
> Well, after several days of tinkering, here's the results of my efforts:
> the soundtrack code converted to PHYSFS_* calls!
Good!
> 1) in src/main.c:initialize_PhysicsFS, calls were being made to
> PHYSFS_getBaseDir(), On my box (at least) t
On 1/14/06, Scott Balneaves <[EMAIL PROTECTED]> wrote:
> Just thought I'd pop by and say "Hi". I'd like to try and help out with
> what ever I can, as I really enjoyed playing WZ, and I think it'd be
> great to have it included as a first rate game in all the Linux distros.
>
> I'm fairly good wit
==3675== LEAK SUMMARY:
==3675==definitely lost: 3429058 bytes in 13361 blocks.
==3675==indirectly lost: 13518315 bytes in 63516 blocks.
==3675== possibly lost: 41473673 bytes in 3539 blocks.
Valgrind report attached. Looks like the sound code is hemorrhaging memory.
- Per
==3675==
I uploaded a new windows build on the gna.org files section. One zip
version and one self-extracting exe. Strangely enough, the
self-extractor is 27mb versus the zip's 60mb!
Anyway, please test and let me know if they work. (It is my first
public warzone build, so be gentle!;-)
- Per
On 1/31/06, Scott Balneaves <[EMAIL PROTECTED]> wrote:
> Should those file references get re-done to the PhysicsFS? Is that
> something I could/should do?
Yes, please! :-)
- Per
On 12/11/05, Rod <[EMAIL PROTECTED]> wrote:
> Using PHYSFS_getDirSeparator() instead of "/" breaks warzone under
> windows. I already did changes to fix this problem.
But why does it break under Windows?
- Per
This is a beginning of an audit of the paths code. I'm not entirely
sure if this is the best way of doing it, though. Please take a quick
look.
What should we do about hardcoded paths in the source? I would suggest
leaving them as in the data files, using windoze '\' separators), but
not using "\\
On 4/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Am Samstag, 8. April 2006 22:26 schrieb Dennis Schridde:
> > > attached is a proposal for a replacement for revision.h.
> > [23:21] regarding changing revision.h ... please make sure whatever
> > you change it to works with both autoconf and
We now have a funky new website, thanks to karmazilla. It is in
gna.org cvs (!), and anyone who is a project member has access, and
should feel free to edit it. But please don't touch it with some web
editor that makes the HTML unreadable...
It is here: http://home.gna.org/warzone/
- Per
_
On 4/19/06, Angus Lees <[EMAIL PROTECTED]> wrote:
> This patch sends the text from "immediate messages" to the onscreen console.
> They only show up for ~3seconds, which is too short for most cases, but the
> code was easy and its better than the current case (you don't see them at
> all).
This i
On 4/19/06, Angus Lees <[EMAIL PROTECTED]> wrote:
> So I figured the best way forward with FMV sequences was to keep the
> released content, but avoid the unreleased "codec130" video codec. Once we
> aren't keeping the original files, we may as well dump RPL and use a better
> known format. As a
n 5/28/06, kim metcalfe <[EMAIL PROTECTED]> wrote:
am after a better ai... this possibly will make an ai that chews
bublegum and kicks butt... and its all out of bubblegum.;>
I'm a bit confused. Where should all this code go?
- Per
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We really did all that? ;-)
Nice work.
- Per
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Hello folks,
I was trying to rid the Warzone source of some dead code, when I
found, commented out, what appeared to be an entire in-game map
editor. You can see it in src/edit2d.c, with support code in
src/disp2d.c
Anyone know what this is and why it is commented out? Since the
separate map edi
On 7/30/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
I am not sure whether we may legaly include the 1.10 patch... It was not
shiped with the rest of the GPL sources.
It wasn't? Then where did 1.10 and 1.11 come from? I lost the dev-CD
and the original release zip in my harddisk crash, so I c
On 7/30/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
How is that function accessed? Key combination? "Cheatcode"? Or is there
currently no path leading there?
If not, any ideas how that function should be accessed? (Via mainmenu, key
combination, etc)
I believe it would be accessible through
Here is a fix for ASSERT(), which used to do nothing. Now it generates
hard errors. This will find you plenty of new bugs to play with.
Enjoy.
- Per
Index: lib/framework/debug.h
===
--- lib/framework/debug.h (revision 136)
+++ lib/f
On 8/15/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
I just got the idea to use SDL_net2 (http://gameprogrammer.com/game.html) for
networking as it is totally event driven and probably easier to handle.
(Or is that behaviour allready backported into SDL_net?)
What do you think?
Does it do an
On 8/21/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Currently opinions on what we actually call ourselves seem to differ a lot.
There is "Warzone Resurrection", "Warzone (Re)Development", "Warzone
2100", "Warzone 2100 GPL" and probably others.
The project's name is "Warzone Resurrection", ev
On 8/29/06, Pierre Willenbrock <[EMAIL PROTECTED]> wrote:
i am a student of computer science from germany. Recently i had a very
close look at the dec130.dll shipped in the original source archive of
Warzone 2100, after trying to get the original videos to show up and
finding the video decoder to
On 9/1/06, Christian Ohm <[EMAIL PROTECTED]> wrote:
This patch consists mostly of casts to make Warzone compile with g++
-fpermissive. I'll reply to this mail with comments on a few changes.
You forgot to add an actual return value in debug().
BTW, why are you compiling with g++??
- Per
___
There is no point in using S3TC compression for images stored on the
disk. Adding detection for and use of hardware/driver support for S3TC
compression of textures is a few lines of code, like this (from
another project of mine):
/* Find general OpenGL extensions */
glext = (char *)glGetStrin
On 9/23/06, Christian Ohm <[EMAIL PROTECTED]> wrote:
Here's my first draft for a mail to the FSF Europe. I'm quite tired, I
guess my style of writing deteriorated a bit to the end. Corrections and
additions welcome, please keep the discussion short and on-topic.
My opinion: When they released W
On 9/25/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
(*) Except FMV and music..."
***
You should add a note here explaining what FMV means (Full Motion Video).
The archive was put together by Alex McLean (as far as
On 9/30/06, Christian Ohm <[EMAIL PROTECTED]> wrote:
My recent discovery of remaining PSX stuff inspired me to rip out large
chunks of (probably) unused code. The result is attached.
I just took a small peek... The ResetMouseBoundryConditions() removal
in display.c does not look sane.
In any c
On 10/7/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Ok, I hope I got the general idea. Object if you see problems.
1. Write a LICENSE.TXT where is stated that the sourcecode (everything but
data/) is GPL
Everything but the original data. Any newly contributed data should be GPL.
2. Write
On 10/7/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
So the COPYING file would include what?
"Sourcecode is GPL (see COPYING.GPL) ..." and the text you provided above,
referencing COPYING.ORIGINAL or COPYING.WARNING or whatever?
Good point. I think COPYING should be the warning and include th
On 10/10/06, Christian Ohm <[EMAIL PROTECTED]> wrote:
> Copyright (c) Eidos Interactive and others.
Are we sure we know who actually owns the copyright these days? I am
not. So I would not be entirely comfortable adding possibly erronous
copyright claims on behalf of third parties...
Act
On 10/10/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
General structure of the code tree after changing to the seperated data/src
model with seperate licenses:
src/engine/framework
src/engine/gamelib [...]
src/game
data/music
data/texpages [...]
Why move the files around? Surely the issue of
On 10/11/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Per wrote:
> Why move the files around? Surely the issue of making separate
> packages for data and engine is completely separate from how we
> organize files in the repository.
I think SVN and packages shouldn't differ too much. And you can
On 10/24/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Am Dienstag, 24. Oktober 2006 09:35 schrieb Yaroslav Kolomiyets:
> I. AutoTools part:
>
> a) make the autogen.sh accept alternative autoconf/automake binary
>names. After patch-A-autgen.sh applied it is possible to run it as:
>
On 11/1/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
MALLOC itself is a macro around some custom wrapper around malloc...
So perhaps we should also check if we (additionally to using this NEW wrapper)
could drop that MALLOC malloc wrapper...
(I don't really know what exact functionality MALLOC
On 11/4/06, Roman <[EMAIL PROTECTED]> wrote:
Patch by Watermelon: Droid Multi-Turret Support
I had to try this one out, and it is quite funny. It makes building
big droids much more interesting.
However, there is no documentation of how this works. I had to cheat
all techs to see it by trial a
On 11/5/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> >>Is there a
> >> reason for the player not to add as many weapons as possible?
>
> You mean unrestricted number of weapon on a body or max weapon number for
> each body?
I guess the question was if it makes any sense for the player. Does h
On 11/7/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
The interesting thing is _why_ does it break with BOOL not being int?
Means: _Who_ is relying on BOOL, which logically could be 1bit, to be 32bit
long? Why does this make WZ segfault? ...
Could be due to loading a binary file in which bool
On 11/10/06, Gerard Krol <[EMAIL PROTECTED]> wrote:
The complete lack of dependencies somewhat bothers me, so I ran (X11)
makedepend. Attached are changes for the Makefile.raw's.
Now you don't have to run "make clean" all the time anymore.
Could someone with access to automake also incorporate th
On 11/13/06, Gerard Krol <[EMAIL PROTECTED]> wrote:
And it is not that every user needs to run "make depend", it just needs
to be done when there are changes to the includes. I believe there are switches
to make
gcc do the same as makedepend, but a lot slower.
I do not know about slower, but t
Most of the sed code is just magic that I copied from somewhere else,
probably http://make.paulandlesley.org/autodep.html which is a
must-read.
Does that code run always before the %.o: %.c rule is applied to any file?
Yes.
if we want Makefile.raw to be able to run from within a dos shell (
On 11/15/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Per: What do you think? Is that ok? I am unsure...
On one hand it seems sensible and the only logical ending. On the other one it
nearly promises something which might take a long while to come true...
I still think the text I wrote is the
On 11/16/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
You mean this one?
Yes.
Eidos, the game publisher, has been informed of our interpretation of
the license.
---
What about the last paragraph? Shall we strip it or shall we do it?
As I still hope that we will get a good answer from Alex
On 11/24/06, Gerard Krol <[EMAIL PROTECTED]> wrote:
I guess they technically still own the name.
...
It is in fact the same question as about the graphics and 3d models
Actually, no, it isn't the same question. Content is protected by
copyright while names are protected by trademarks, and the
On 11/27/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Per, you volunteered to rewrite the netcode. Do you still want to? :P
I wrote two drafts of a new code already, neither which I was very
happy with, and I am not motivated to write code I am not be not happy
with. When I am done with my th
On 11/27/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> As a long term goal we should consider converting txt files into a more
> user friendly format, this could also bring more people into modding. Since
> some lines consist of more than 20 entries of different types having tags
> or some oth
On 11/27/06, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> What about using XML purely for data storage. Then upon compiling
>> loading all this data into an sqlite database, which is really fast too
>> my experience if you make use of transactions a lot. This way you'd only
>> have to load th
I tried to compile on MacOSX 10.4 from subversion repository today,
and discovered to my horror that MacOSX (still!) ships a truly ancient
bison 1.28 version, which does not support %name-prefix (introduced in
bison 1.31, current is 2.1). So a newer version needs to be installed.
Both fink or darw
On 11/28/06, Fearthecute <[EMAIL PROTECTED]> wrote:
...
This produces MUCH overhead and will increase the filesize by n^4 or
whatever...
Incidentially, I made a patch to save map files in the LND format, and
file sizes for maps increased to 300k fo
On 11/29/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
What I just thought of (totally off topic): Does perhaps GL offer some way of
doing vector math like this? (Add 2 vectors and calculate it's length.)
No, but you can abuse shaders to do it, if you are really desperate
for more speed ;-) Th
On 12/5/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Just found this library on my system and investigated:
http://liboil.freedesktop.org/wiki/
It implements several commonly used functions, mostly matrix computations and
similar, in (GCC(!)) inline assemble and checks on startup which one is t
On 12/8/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> I thought Grim was able to "snuck in" higher resolution textures...
> I just tired to resize tertiles1hw a little bit. Now it looks like a
> patchwork carpet in game. :(
...
My very first guess is that WZ uses a hardcoded amount of memory
On 12/9/06, Ranger Joe <[EMAIL PROTECTED]> wrote:
Question for whoever is working on graphics code: have you considered
implementing detail texturing (I could create the detail textures) for
the terrain?
I am not sure what you mean by 'detail texturing'.
Do you mean mipmapping? If so, yes, we
Just to clarify, I do not believe in huge conversions to external
engines, massive code rewrites or starting something from scratch. It
is not that I am opposed to it, it is just that I do not believe in
it. It just takes too much time until you have something working, and
until you do, there is z
On 12/15/06, Belhorma Bendebiche <[EMAIL PROTECTED]> wrote:
For the GUI, I am exploring the possibility of replacing it. A while back I
had made a mini-GUI customizable via Lua in C#, and I'm doing it again now
in C. I'll post more details later.
That is interesting, because I was planning to d
On 12/17/06, Dennis Schridde <[EMAIL PROTECTED]> wrote:
lib/ivis_common/pietypes.h : Add a depth field to bitmap so different bitdepths
can be supported
Why? Surely we do not want to switch between different bitdepths on the fly...
- Per
___
Warzo
Sorry, I've been offline for a week. I thought my memory cleanup patch
had been permanently lost in my harddisk crash a while ago. Good thing
I have a habit of sending patches to the list frequently, even though
they don't really work quite yet ;-)
The problems I encountered were in the scripting
On 12/30/06, Troman <[EMAIL PROTECTED]> wrote:
Do you remember what exactly caused problems?
Alas, no. I think it was something to do with block memory allocation
while doing some script thing something... It has been a while.
- Per
___
Warzone-dev
The biggest time sink is probably the fact that we use immediate mode
OpenGL. Converting to retained mode OpenGL, where everything is
calculated beforehand, stored in buffer objects and texture atlases,
and sent to the graphics card on level load, will yield a significant
speed boost. This is basi
On 12/31/06, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
If you apply these patches to a clean repository it won't compile
because some source files still depend on the MALLOC and FREE macros.
The MALLOC and FREE macros are still there, in mem.h, just defined differently.
Did you try it?
-
On 1/1/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
When looking at the code I'm guessing that all you've changed is the
removal of all direct calls to the blockheap system throughout all src/
files?
All memory allocations now take place using ordinary malloc/free,
instead of inside fixed
On 1/1/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
This patch has a problem:
#define AL_INVALID(-1)
My recommendation is to change psSample->iSample to signed...
Although alGenSources() expects an ALuint. I think both this and
similar OpenGL code that uses -1
On 1/1/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> Although alGenSources() expects an ALuint. I think both this and
> similar OpenGL code that uses -1 for invalid value is just plain wrong
> - ~0 or -1 should be a perfectly valid value for both OpenGL textures
> and OpenAL sources.
Could you
On 1/2/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> So as a solution you basically mean we should have two variables? One to
> contain the value and another of say type BOOL (that is compiler
> initialized to FALSE) which indicates whether the former is already
> initialized and thus usable.
On 1/7/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
Anyway if nobody objects (yes, read that in your opinion the sound code
isn't crappy, no specifics however, so if you object please clarify),
I'll create a (temporary(?)) branch somewhere tomorrow (i.e. after 1300
CET, cause I won't be avai
On 1/7/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
Well the problem with a local tree would be that I would only be able to
commit anything but incremental changes without breaking things (i.e.
without breaking the trunk).
Maybe I should not use the word 'tree'. What I mean is another loc
On 1/8/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
* append a compiler flag for GCC (-fno-gnu-keywords) which disables
GNU-specific keywords (typeof and asm only in case of C-99, inline as well if
C-90 mode is used), to aid in code portability (i.e. among compilers)
I think what you ar
On 1/8/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
A branch (in my opinion) servers another purpose, namely that you can
change code more heavily (i.e rapidly). Without having to worry about
preventing to break things (in fact a redo of the sound system *will*,
at least in the first stages,
On 1/8/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
Does anyone happen to have an idea about how to version check OpenAL
using automake/configure/autogen. I've looked into some of those files
and noticed that I at the moment have no sufficient understanding about
automake to implement this.
On 1/8/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
In fact OpenAL itself is written largely in C++. They simply wrapped its
interface (or more accurately the include files with function
declarations) in an extern "C" {...} declaration to make sure the
compiler generates C-style symbols whic
On 1/8/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> What OpenAL implementation are you talking about? The sample
> implementation looks pretty pure C to me.
The backend.
I am not sure what you are referring to. Can you give me a pointer?
- Per
_
On 1/9/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
> I am not sure what you are referring to. Can you give me a pointer?
I see now that even the back-end is mixed C/C++ (as opposed to pure
C++), anyway:
http://www.openal.org/repos/openal/trunk/OpenAL-Windows/Router/
Looks pure C to me. Pe
I think it would be a good idea to start adding some of the music that
has been made, just to show that we care. So I had a look at the
playlist code, and was a bit surprised at why it was made the way it
is. Basically, the current playlist code was made after the code
release, and just uses the t
On 1/11/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
The idea is to let the user write a simple script to get his playlist playing?
No, I want to put the campaign/mod author in charge of which music is
to be played, so that you can match the appropriate music to levels.
Eg Campaign 1 should h
On 1/12/07, Troman <[EMAIL PROTECTED]> wrote:
Per, do you want scripts to be able to create/manage playlists or just start
some soundtrack with playBackgroundAudio()?
Now that you mention it, I think we would should have an interface to
some kind of playlist from scripts, not just playBackgroun
On 1/15/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
I was just told that the real problem might be that the WZRP can't have a
copyright on anything, because it doesn't exist in any legal way in
reality...
My understanding is that this copyright statement plays only an
informative role in any
On 12/15/06, Belhorma Bendebiche <[EMAIL PROTECTED]> wrote:
For the GUI, I am exploring the possibility of replacing it. A while back I
had made a mini-GUI customizable via Lua in C#, and I'm doing it again now
in C. I'll post more details later.
Did anything come out of this?
- Per
The patch sounds awesome!
On 1/22/07, The Watermelon <[EMAIL PROTECTED]> wrote:
Changes:(wz28b.patch)
4.Fixed a bug which prevents the droids from removing 'died' targets for
auxiliary weapons.
5.Fixed some net message size count problems with vtol I made when adding
multiple weapons to vtol
6.C
On 1/18/07, Troman <[EMAIL PROTECTED]> wrote:
I had some musings about the way this should work. Playlist script interface
will be most used by scriptors I assume. I see two main occasions when such
an interface might be used:
1) when it is time to interrupt any background music that might be pl
On 1/24/07, The Watermelon <[EMAIL PROTECTED]> wrote:
> > 4.Fixed a bug which prevents the droids from removing 'died' targets for
> > auxiliary weapons.
Committed.
> > 7.Changed vectorToAngle in move.c a bit to improve its efficiency('+=
> > 360/4' is weird and 'somevalue/180/2' is pointless
On 1/25/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > I just don't know what else could be used. There are no dynamic arrays in
> > C, at least none that I know of. And I don't have another idea how
> > several dynamic-sized playlists could be handled. (I am lacking
> > experience and probab
On 1/28/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
C-Question (no criticism, I just don't know my C)
for(i=0; i<1; i++) is equivalent to for(i=0; i<1; ++i) as long as the
increment is the sole thing done
Yes. It is only different if you do several things in the same
expression, such as arra
On 1/29/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
Hmm, maybe that's a nice idea for some spare time: writing a diff-utility that
generates diffs > on compiler warnings/errors.
Or just fixing those already present?
I have to say, though: adding a ton of new warning flags to gcc for
the
On 1/29/07, Ari Johnson <[EMAIL PROTECTED]> wrote:
What is the current status of the network code? I have been holding
off trying to get it to work for Macs for a while because I heard that
there was a major overhaul underway. Let me know - that's the next
thing to get working on the Mac.
It
On 2/10/07, The Watermelon <[EMAIL PROTECTED]> wrote:
On 2/10/07, Gerard Krol <[EMAIL PROTECTED]> wrote:
> Fog of War seems to be broken in that it renders a "foggy" sky instead
> of a black background. Fixed that.
hmm just curious,do you know why the sky texpages are unused/broken?seems it
draw
The only thing I can think of would be that sharpened images are less
amenable to texture compression (I do not know if that is true - it is
just a conjecture), and the textures take more space in the GPU cache
or need to be swapped out. How much GPU RAM do you have?
We do not currently request t
On 2/12/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
I was just experimenting with automatic unloading of unused resources.
So when we get an "Out of memory" error when trying to load a resource, it
would try to free resources which were not used for some time, to free some
memory.
If you run
When making patches, please follow these minimal coding style guidelines:
http://wz2100.net/wiki/development:coding_style
Thank you.
- Per
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On 2/18/07, The Watermelon <[EMAIL PROTECTED]> wrote:
2.Removed the shadowloop function added by one of these patches,and replaced
it with opengl displaylist for better performance(at least the geometry data
is unchanged during the 1st and 2st passes for us with scrouged gfx cards
without stencil
On 2/18/07, The Watermelon <[EMAIL PROTECTED]> wrote:
for the performance,something compiled and executed later in varm twice is
definately faster than issuing the commands twice in host memory.
Well, I did not have to work with OpenGL for long to learn the hard
way that statements of the form
On 2/19/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
Which compiler (/version) are you using?
gcc (GCC) 4.1.1 20070105
Here, using GCC 4.1.2 I still get lots of those:
warning: dereferencing type-punned pointer will break strict-aliasing rules
Can you fix them, or send me a list of these
On 2/20/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> By the way, why aren't grims textures in svn? I might want to improve on
> some textures too, and it would nice to be able to continue from his work.
They were in SVN long time (about a year) ago. (They had replaced the current
textures.) H
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
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
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.
On 2/22/07, Dennis Schridde <[EMAIL PROTECTED]> wrote:
[ lots of talking to himself ]
Using backtrace_symbols() gives you some more information, but it is
still very hard to read. It is nothing compared to the output given by
gdb. Anyway, you can see if by pasting this into your gdmp.c:
c
On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote:
3.another odd issue that kills the performance is that you cannot add all
polygons of a shape to a triangle list and draw the list instead of drawing
the polygons separately,because the shape will be very facked up if you do
so,maybe the pie's
On 2/22/07, The Watermelon <[EMAIL PROTECTED]> wrote:
seems the terrain draw calls a special sets of functions (fastDrawTriangle
and fastClippedTriangle) to optimize the performance of terrain
drawing,though all of those seemed to be dropped into d3d/glide port to
opengl...
Interesting. I no lo
For those who want to dig into this - most clipping and backface code
was removed in Berlios commit 176, and some in 207.
Rev:176 - Go to most recent revision
Author: rodzilla
Last modification: Rev 176 - 2005-07-02 09:02:42 +0200 (Sat, 02 Jul 2005)
Log message:OpenGL renderer:
- fix
On 2/23/07, Kamaze <[EMAIL PROTECTED]> wrote:
Like i said, i got the best average FPS/CPU usage ratio
with one SDL_Delay(1) call each 5 frames.
On your computer, that is. The obvious problem with hard-coding
something like this is that it will very likely not be the best on
other people's compu
On 2/23/07, Christian Ohm <[EMAIL PROTECTED]> wrote:
On Friday, 23 February 2007 at 8:32, Per Inge Mathisen wrote without thinking:
> Besides, now that more people are getting LCD monitors, vsync control
> is increasingly irrelevant.
Why? The problem is exactly the same: If yo
On 2/23/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
What I personally do *not* like about that coding style is the usage of
tabs (because of variable tabsize) I think we should only maintain this
tabsize in current files but definitely not use it in new ones (I'd vote
for a 4 space indentat
On 2/23/07, Troman <[EMAIL PROTECTED]> wrote:
If we want to be consistent I suggest we drop the spaces before and after
round braces. After looking at the code I haven't found many places in the
code where this style is used.
Ok. Wiki page changed.
- Per
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