On Mon, 23 Apr 2007 09:42:23 -0400 Giel van Schijndel <[EMAIL PROTECTED]> wrote: >Angus Lees schreef: >> So after about a year of learning and coding (I knew nothing >about >> warzone, opengl, ogg, multimedia in general, etc a bit over 12 >months >> ago) I just watched the cam1 intro rpl within warzone :) >> >> The code also supports ogg theora/vorbis - and the dec130 (rpl >video >> codec) code works but seems to have a few video glitches that >are >> proving hard to track down. >> >> My patch is against the 2.0 branch and I just dumped a copy >here: >> http://www.inodes.org/~gus/warzone-2.0-fmv.patch.gz >> <http://www.inodes.org/%7Egus/warzone-2.0-fmv.patch.gz> >> >> Still a few FIXMEs (and doesn't meet the coding style guide), >but its >> not too bad. I haven't resurrected the research videos yet - >only the >> fullscreen ones. I think I'm corrupting the first mipmap >texture >> level afterwards or something too - start a new campaign and >look at >> the blue dot over the oil refinery thing immediately after >enjoying >> the movie. >> >> Oh, and the patch also updates all the .rpl paths in data/ to >have the >> same case as was on the original CDs - since we're now case- >sensitive. >> >> Now, how do we want to do this? Should I create another branch >and we >> can perfect it there? >> >> -- >> - Gus >What libraries does this depend on? >Because I'm getting some linker errors: glBeginFragmentShaderATI, >glSetFragmentShaderConstantATI, glSampleMapATI, >glColorFragmentOp2ATI, >glColorFragmentOp3ATI, glEndFragmentShaderATI <-- that looks a >lot like >ATI-only OpenGL extensions, which if that is true is a real pain, >since >I don't have any ATI video hardware (all ATI stuff I had had a >tendency >of burning out, short cutting, and just stopping without >explainable >reason). > >-- >Giel You may comment out ATI specifics rotines stuff if no have ATI card. Then it works, I post pics of what looks like now.
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