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<0> I'm trying to compile a simple sdl using c++ file in g++, and I've got the cflags from sdl-config, yet GCC is saying that the objects & functions are undefined. Aparently they use sgl_image and sdl's opengl support, and the libraries & headers which the program calls seem to exist where they are supposed to. What is missing in order for this program, the syntax of which is confirmed correct on other sdl supporting platforms, <0> nm I got it to compile <1> re <2> Hi :) <3> How's it going/ <4> I don't like getting home from work at 10PM on a Friday night :p <4> how are you <3> Tired, otherwise good. <4> where hast sir t4bot gone wither? <3> Trying to figure out some API design issues. <5> hi slouken, are you in CA? ;) <3> Yep <5> slouken: I am visiting Sillicon Valley now <5> are you going to be on California Extreme tomorrow in San Jose?
<3> Nope. :) <5> :( <5> it's a cl***ic arcade game show <3> Cool <5> you talk like Chef in last episode of South Park <3> Thanks <5> :) <3> So anyone up for some hard API discussions? <5> yay, SDL is going to be rewritten in C++? :) <6> hard API? /giggle <3> Nope <5> so what are the good changes then? <6> what part of the API were you thinking of slouken? <3> First, check out the 1.3 video API. <3> Specifically the video mode code. <3> Direct3D manages changing resolution for you, which is really nice, but it means that the renderer needs to be initialized before the video mode is set. <5> how initialized? <3> the D3D device needs to be created, which takes a window as a parameter <3> Unfortunately, the API as it is now, you can set a video mode before choosing a renderer. <3> In fact setting the video mode is independent of the windowing system. <5> why first setting of video mode can't initialized d3d? <3> Well, currently there may not be a window, which D3D needs, secondly, the app might want OpenGL or GDI instead. <5> hm, maybe I am wrong, but when I initialize VideoMode I p*** SDL_GL parameter... so how can you set VideoMode without selecting renderer? <3> Also, the desired video resolution needs to be picked when D3D is initialized. <3> er, already picked. :) <3> baby bedtime ***ist, brb <5> SDL_SetVideoMode gets SDL_OPENGL in flags, so renderer is set with video mode, how it works in D3D? <6> slouken, you're looking to have Direct3D available alongside OpenGL in windows with the same API to choose either? <3> Blacky, look at the 1.3 SDL_video.h <3> Skrot, sorta. D3D will be a rendering backend. <3> Like GDI and DirectDraw are now. <5> I see SDL_SetVideoMode just as in 1.2 <5> but the flags changed? <3> Are you sure you're looking at the right header? SDL_SetVideoMode() is now in SDL_compat.h. Where did you grab it? <5> SVN <5> ah <5> so where to get 1.3? <3> svn co svn://libsdl.org/branches/SDL-1.3 <5> now that's a different tree, cool <3> :) <3> There's pretty good progress in there. :) <3> Hey Mike! <3> You around for a while? <5> yay, VideoInit <5> refresh_rate :) <3> :) <5> so how far 1.3 is currently? when can we expect official release? this year or definitly no? <3> Unlikely. I've spent about a month so far, and I've got one of the drivers mostly working. <3> It's actually going fairly quickly, but I'm guessing each driver will have it's tweaks and then I'll need a final overhaul to get everything working smoothly. <3> At some point I'll need to work on the Burning Crusade and have some family time too. :) <5> you are really in California? <3> Yep <5> my company just send me here for 6 weeks to do some Linux work <5> good thing is that Bill Kendrick also lives here :) <3> Cool. :) <5> but you moved from Europe, right? <3> no... why? <5> wrong impression, that you were an european, sorry :) <3> Heh, no worries. :) <5> omg SDL is pure-american, my whole world-view was just ruined <3> lol
<2> hehe <5> do you know any interesting places to visit here? <5> I have whole July <3> Check out the Redwoods <5> I am in the Redwood City <3> Cool. :) <5> I was driving Kings Mountain Road and Skyline one weekend, cool woods and mountains <3> Yeah <3> Check out San Francisco, if you haven't already. It's an entertaining city. <5> but as far as I know it's dangerous, so I preffer San Jose <3> It's not that dangerous. <5> here in the RC everyone is nice, I don't understand why <3> Colorful <5> and even people in cars are much nicer than in Poland <3> Heheh <5> they are not in hurry, then can wait and don;t kill you <3> Yeah, that's a bonus. <5> and there are only 2 groups of people without cars - Mexicans and jogging ones <2> Does anyone know anyting about the bug that causes SDL_mixer to crash if it's reinitialized multiple times in a row? (on Windows) <2> *anything <3> No... have you tried debugging it? <2> nope, haven't <3> Report what you find on http://bugzilla.libsdl.org/ <2> I googled and found out that others have the same kind of bugs too, so I suppose that it's in SDL_mixer code <2> ok <5> slouken: will there be support for OpenAL in 1.3? <5> slouken: and force feedback? <3> No OpenAL, yes force feedback, once someone has time to add it. <5> why no AL? <3> The same reason no GL <5> but...? <5> hmmm <5> there are GL-related functions in SDL_video, there are no AL-related functions in SDL_audio <3> :) <3> OpenAL already has good cross-platform support. <3> It works perfectly fine alongside SDL. <3> OpenGL needs a bit of hand holding. <2> cute. :) <3> ? <2> Just about the relationship between SDL and OpenGL. <3> Oh. :) <5> kind of one night stand <3> Nah, long term partner. <3> Maybe girlfriend. :) <5> they have something in common, both do graphics <5> but in different way <2> okay, the code needed to reproduce the crash is not very long, going to post it :) <3> Post a patch, too. :) <2> heh, well <2> Perhaps I could check the SDL_mixer source, but I'm a bit skeptic about being able to do anything. :) <3> I have faith in you. :) <2> It doesn't happen on Linux boxes, I think it's weird. <2> I can't understand the SDL_mixer's Mix_OpenAudio and Mix_CloseAudio logic. In my eyes it should segmentation fault if one first calls openaudio with parameter set A, then again with parameter set B, and then calls mix_closeaudio twice <2> different parameter set means that either format or channel count is different. As if either of those is different and you try to call Mix_OpenAudio, it calls Mix_CloseAudio for the earlier one. <2> well, that doesn't crash it <2> umm, actually I take my words back as I didn't try _that_ <2> ok so it's forbidden, no luck, no crash, everything about that is fine. <2> Cool. I updated the dll files and it started working. :) <2> A nice monolog. Stopped segfaulting but instead quits mysteriously in Mix_CloseAudio. I think I should continue coding my game now. <7> hello <8> how do i statically link libraries? <9> you asked that already <9> and you're also cross posting between channels <8> i know because i didn't expect an answer in #C++ <9> well, in that case you don't ask there <8> only answer i got from C++ is "you link with your linker" <4> --static <4> Use that flag <9> not that simple (unfortunately) <4> Is there a list of gamepads/joysticks that are not supported by SDL? Or are they all supported? <9> Roots: everything the backend supports <4> okay, thanks <8> segfault SDL_Parachute enabled <8> what does that mean ?
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