First an introduction:
Me and Paul Wise, one of the Debian maintainers for the warzone2100
package, had the following conversation about using QuesoGLC 0.7.0 with
Warzone 2100.

Now I'm not entirely sure whether the included patch will work correctly
on all OpenGL implementations, so therefore we decided to forward this
to the mailing list.

I would appreciate it if one of you could look at this and tell whether
the given approach is a correct one, and if so whether it is so for
QuesoGLC 0.6.5 as well.

So here's the full thread:

On Sat, 08 Mar 2008 14:25:57 +0900, Paul Wise wrote:
> On Fri, 2008-03-07 at 21:52 +0100, Giel van Schijndel wrote:
>> I find out that you had been asking on IRC whether we want to make
>> QuesoGLC 0.7.0 our minimal dependency. As 0.7.0 causes some problems (in
>> particular on Mac OSX) we will require 0.6.5 and skip to 0.7.1 (or
>> whatever the next release will be) when it'll be released. This because
>> we would prefer not to import problems that required libraries are having.
>>
>> I hope this answers your question for now.
> 
> Thanks for the information. Bradley Smith informed me that there is a
> simple patch for warzone that fixes the issues with 0.7.0, he applied
> this patch in the debian-games SVN and I was going to look at it and
> build and upload warzone and quesoglc today. The patch is this:
> 
> [EMAIL PROTECTED]:~/devel/debian/games/warzone2100$ cat 
> debian/patches/fix_quesoglc_0.7.patch 
> diff -Naur ./lib/ivis_opengl/textdraw.c ./lib/ivis_opengl/textdraw.c
> --- ./lib/ivis_opengl/textdraw.c      2008-02-10 15:25:20.000000000 +0000
> +++ ./lib/ivis_opengl/textdraw.c      2008-03-07 12:58:03.000000000 +0000
> @@ -594,11 +594,7 @@
>  {
>       GLint matrix_mode = 0;
>  
> -#ifdef WZ_OS_MAC
>       pie_SetTexturePage(0);
> -#else
> -     pie_SetTexturePage(-1);
> -#endif
>  
>       glGetIntegerv(GL_MATRIX_MODE, &matrix_mode);
>       glMatrixMode(GL_TEXTURE);
> 

Actually that patch will result in selecting texture page 0 instead of
unbinding whatever textures is currently bound (negative numbers will
cause the current texture page to be unbound).

So while this may work on _some_ OpenGL implementations, it is not
guaranteed to work on all OpenGL implementations.

-- 
Giel

Attachment: signature.asc
Description: OpenPGP digital signature

_______________________________________________
Warzone-dev mailing list
[email protected]
https://mail.gna.org/listinfo/warzone-dev

Reply via email to