Originally posted by verik2kk
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Hurrican SDL Port
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Originally posted by Pickle View PostIve heard of lines showing up previously but ive never seen it on my hardware. Is it on all sides or one side of the texture? Which render configuration did you end up with?
ifeq ($(TARGET),linux)
EXE := ../hurricanlinux
CCP := gcc
CC := gcc
LD := g++
RM := rm -f
USE_EGL := no
USE_GL2 := yes
DEFINES += -DLINUX -DUSE_GL2
INCLUDES_OS := -I/usr/include -I/usr/include/SDL -I/usr/include/GL -I/usr/include/libmodplug
LDFLAGS := -g -lSDL -lGL -lSDL_mixer -lSDL_image -lmodplug -lX11
endif
and this is what i used...
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Originally posted by curaga View PostHe's complaining about visual errors yet doesn't post a screenshot. *cough*
And another thing is that i dont how how to take screenshots of fullscreen apps under linux.
I have been on linux like month or so and i dont know everything about linux right off the bat.
It takes time to learn everything.
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Originally posted by FRez View PostHi all
Can I change or resize the display screen so that it is in full screen
without those black bars left and right?
I finally ported the game to a device that had the texture line problem that occurred for others. I have fixed it for this device and I hope to test the other devices and this will be fixed across the board. (change isnt checked in yet, but maybe soon)
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Pixel offset
Originally posted by Pickle View PostIve heard of lines showing up previously but ive never seen it on my hardware. Is it on all sides or one side of the texture? Which render configuration did you end up with?
For me there is no difference between EGL or GL2 on a GTX 560 Ti with Nvidia driver version 343.22
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Originally posted by Naquatis View PostIn some textures it looks like an offset of one pixel. In the following image the right wall is missing one pixel line and for that you will have pixel lines that look like some kind of a liana on the left hand side of the walls.
For me there is no difference between EGL or GL2 on a GTX 560 Ti with Nvidia driver version 343.22
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Fix
Originally posted by Pickle View PostI have a fix that i just havnt put in the source control. The texcoords are rounding wrong for some hardware.
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Texture rounding
I tried to get a little bit deeper into this texture thing.
I searched after round in the SDLPort directory with:
Code:grep -r -i round ./
Code:int nextPowerOfTwo(int x) { double logbase2 = log(x) / log(2); return (int)round(pow(2,ceil(logbase2))); }
Using round() is not needed because ceil() already raise the value to the next integer without anything after the decimal point.
So even if you remove round() you will end up with the same result.
Maybe I took rounding to much by the word.
Next I will create a diff over the src directory to get an idea of what was changed in here.
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