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<0> was shocking indeed <1> goodnight all (or morning all, wherever you are) I'm off to bed with my book. <2> umm.. to disable stdio redirecting on cygwin i have been told to compile with --disable-stdio-redirect... i don't know where to put that? <2> never mind think i got it =) <3> I am trying to debug a threaded sdl game. I get through the loading screens then gdb halts the program and says "Cannot find user-level thread for LWP 381: no LWP to satisfy query". Any tips on getting gdb to play nice? <2> how can i stop sdl redirecting stdout to files and have it in my command prompt instead.. on win32 <3> step 1) get win32 to implement POSIX-compliant stdout <3> when you finish that one get back to us <2> so there isn't a way? ;) <0> i pointed you to the faq <2> i don't know where "the faq" is <2> oh the one on libsdl.org.. ah <2> -dNO_STDIO_REDIRECT works but, then it does nothing <2> how about not deleting stderr/stdout when the app ends is that possible ? for example.. if my program crashes and closes.. i can't see what happened because stdout/err are deleted <0> dont know <0> you can ask on the mailinglist
<4> EdgEy, the only time stderr.txt or stdout.txt are deleted when the app closes is if nothing was written to them. <4> also, you're not too good at figuring this out, apparently. do a ./configure --help | grep stdio on the SDL source. <4> '--enable-stdio-redirect Redirect STDIO to files on Win32 [default=yes]' <4> so try compiling with --disable-stdio-redirect <3> I am trying to debug a threaded sdl game. I get through the loading screens then gdb halts the program and says "Cannot find user-level thread for LWP 381: no LWP to satisfy query". Any tips on getting gdb to play nice? <4> not sure, that's kind of weird. Try to throw in some printf's in your code to narrow down where it's crashing <3> i have <4> no luck? <3> plenty, just not enough <3> ive got printf(a);widget->draw();printf(b); <3> i see a, but not b <4> are you familiar with threaded programming? <3> ive gone through widget and every child of widget and put a printf (with stdout flush of course) at the top of the ::draw method... nada <3> 'a' is still the last thing i see before the game crashes <3> im familiar with the concept, not the practice. <4> have you made sure two threads aren't ever accessing the same data at the same time? <4> I'm just trying to think up common threading pitfalls, btw. <3> no, i havent <3> and wouldnt know where to start <3> why do you ask, does gdb not like that? <4> two threads can't access the same data at the same time without crashing. This is what mutexes are for. <3> what kind of crash would that generate? <4> I'm not entirely sure <3> im getting sigfpe <3> most likely division by zero, since i dont have a fpu <4> don't have an FPU? <4> how old is the system you're running? <3> a few months? <4> every system has an FPU. It's just on the same core as the ALU, etc. :) <4> it's not a separate chip like on old computers. <3> err, no <3> if you want to get really freaky, i dont have integer division either :) <3> but thats easy enough to solve in software <4> what kind of CPU are you running? ARM? <3> yep <4> ahh, ok, that makes more sense then :P <3> and gdb refuses to play nice <3> gdb wont let the program run, and if i run without gdb then try to debug the core dump i get nothing helpful :( <4> my recommendation is to post on gamedev.net forums and ask. <4> how large is the program? <4> wait a sec. how do you divide by zero without any kind of a div instruction? :P <4> that is freaky <5> sparr: what sort of machine? Gp2x? <3> lercOsX: of course <4> can you compile this code on x86? <3> yes <3> runs fine on x86 <4> hmm <3> im not even sure the game itself is crashing <3> what little evidence i have so far points to zlib <4> SDL doesn't depend on zlib, does it? SDL_image does, I believe. <5> sparr: Gonna have to buy me one of those. <6> oooh alive people >.> <6> I have questions! <6> well...a question! <0> sparr: you should write to stderr not stdout for debugging or you might lose output! <0> or add a flush <3> i always flush :) <3> mattst88: im using sdl_image <3> s/im/the game is/ <3> damnit
<3> i cant build gdb <3> and theres supposedly a patch that might fix the problem im seeing <3> ****! <6> sdl is being mean to me on my mac atm >:O <3> this wouldnt be so annoying if gdb worked :( <6> since I upgraded to the latest sdl, image, and ttf, fonts stopped rendering to the screen (when they did before I upgraded) >:( <3> sad story: if i turn off widget rendering, the game doesnt crash <3> but i cant see any controls <3> i can HEAR them though <6> I knew I would scare people away as soon as I mentionthe word "mac" <3> and interact through trial and error <3> but where there should be widgets to launch a level... there arent :( <4> ZenGyro, it has nothing to do with 'mac'. we just don't have any idea <6> I was joking =p <6> and, yeah, nobody knows whats wrong :/ <4> that's because your problem is really vague <6> bascialy I use ttf to draw some text to the screen. Worked just fine and dandy. But I upgraded to the latest sdl, sdl_image, and sdl_ttf frameworks on my mac and now, for some reason, fonts just dont seem to get drawn to the screen <6> I even tried the basic lazyfoo ttf font tutorial and that doesnt work any more either <6> it compiles and everything though <0> does the showfont testprogram that comes with sdl_ttf work ? <6> never tried that <6> let me see <7> is this the place to ask about sdl_net, or is there a separate channel for that? <3> I am curious if endianness issues could cause problems loading a PNG on a platform other than where it was created? <5> Not really if you are using libpng. <5> On the other hand it may require defines to handle only 32 bit aligned memory accesses. <8> using visual c++ 2k5 with latest libsdl... linking with /MD, getting error about missing entry point, followed directions on website to include SDL_main.h, link against sdlmain.lib, use extern "C" int main(...) etc. still says the same thing, i force it with /ENTRY:main or _main and the app dies at startup with runtime error... any ideas? <8> tried using both int main() and int __stdcall WinMain() { SDL_SetModuleHandle(hinst); ... } <3> anyone here play, or more importantly compile, enigma? <9> I'm sure some people in #gentoo compiled enigma. <3> heh <3> good bet <10> hi <10> i'm trying to use sdl_ttf, i'm using the lesson7 of the "lazy's foo production" tutorial. but when i'm doing a ttf_rendertext_solid(), i got an error (returns < 0) and ttf_geterror returns nothing <10> any idea ? <11> Did you init stuff, and open a font? <10> yes i've done a ttf_init() <10> and a ttf_openfont <10> which both return 0 <10> ah <10> apparently my text was not good <10> at least it works on a small simple text <10> more precisely it doesn't work when there are spaces inside the text, strange no ? <10> (i'm using sdl-ttf 2.0.8) <12> which SDL_PixelFormat members are endian dependent? <4> hmm, that's a really good question. <12> sadly I don't have a big endian machine to do any tests <4> I believe, but don't quote me on this, that the *loss, *shift, and *mask members are endian dependent. <4> possibly colorkey and alpha, too. I can't say for sure. <12> that would mean the byte order in the pixel data itsself is always the same <12> alpha can't be endian dependent, it's a 8 bit value :-) <4> most (all?) big endian archs reverse the *bit* order also, I believe. <13> the bitorder is reverded if you read a 32bit word, but the byte order should be the same yeh <4> ahh, yeah. I didn't think that one through all the way :P <12> according to Wikipedia, endianness only affects byte order <12> not bit order <0> what would an easy rule like that be without a couple of exceptions ? <12> SDL_ConvertSurface takes a SDL_PixelFormat struct, while SDL_CreateRGBSurface takes only some mask parameters <12> who designed that API? <12> and how do can I make SDL to calculate the missing values for the SDL_PixelFormat members? <13> sdl fills out the rest of the pixelformat itself from the masks by bitscanning them <12> like: "SDL_Surface* s = SDL_CreateRGBSurface(flags, 0, 0, bits, mask_r, ..., mask_a); SDL_ConvertSurface(source, s->format, flags);" <12> Harekiet: ah good, seems to be not documented <12> Harekiet: I guess it does it for loss/shift <13> yeh <13> could have been nice if they added a sdl_makeFormat call but okay :) <12> the SDL API seems to be a bit hacky <13> hehe it seems to work :) <4> Is there an elegant way to get the mouse coordinates from an SDL function when using the OpenGL coordinate system? <4> IE: when the mouse is in the top left corner, the function would report X and Y as -1.0 and 1.0 respectively. <12> yes, take the final OpenGL translation matrix, invert it, and then mulitply the matrix with the mouse coordinates vector <12> oh, then why not (float)mouse_x / windows_width ? <4> which way you've suggested would be the most efficient? <12> the second one... the first one would just be useful to translate screen coordinates to scene coordinates
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