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Comments:
<0> hi <1> is there an SDL library/fork/patch/whatever to use fixed point math? <2> don't believe so <3> what would such a library do anyway? <2> it would allow him to run SDL on an ARM processor that doesn't have an FPU <3> don't those things have some fallback for emulation? <2> there's a gcc flag that will compile all floating point math to use software emulation, if that's what you're thinking about. <4> Can I ask for questions about SDL_image as well in here? <5> yes <4> Okay. <4> So here's the deal: I am trying to cross-compile UQM (sc2.sf.net) to iPodLinux (ipodlinux.org) on my build system. <4> Now, I got all the libs compiled for the iPL, but now that I am compiling the last bit of UQM. <4> I get a good deal of errors from SDL_image's lib files. <4> Stuff like this:
<4> /usr/local/arm-uclinux-tools2//lib/libSDL_image.a(IMG_xcf.o)(.text+0x1c4):IMG_xcf.c: undefined reference to `SDL_ReadBE32' <4> Now the system also tells me that these are within some functions (which are within the lib files), so I was suggested to edit these files, then find these functions (do some fixing) and then recompile. <5> IMG_xcf sounds like something you won't need <5> i recommend building SDL_image only with the required file formats <4> IMG_png.c, IMG_bmp.c seems to "fail" as well. <4> So what switches should I use for the configure file, rnx? <5> depends on what you need <4> I need png. <4> And I have libpng installed. <5> run ./configure --help and disable all others <4> rnx, perhaps this will help you understand my situation: http://sviip.dk/random/uqm-build.errors <5> dunno <5> if all else fails try the mailinglist <6> what is the best method of doing simple software scaling (2x, 4x, etc.)? <6> I've managed to do it by using a large screen surface and having another surface that is half the resolution <6> and then writing a custom function to dig into the actual bits and copy them over <6> but it isn't bit depth independent, etc. <5> charles_a: sdl_gfx etc. do that faik <6> rnx, thanks <7> Anyone want to take a stab in the dark on why SDL_GL_SwapBuffers() takes 1 second to execute on every 10th or so frame? <7> On linux fwiw <7> Any ideas? <8> i need to apply a deformation on a surface in another one. the deformation is something like a shift but parametrized at each column (to get something like a wave) for now i'm simply copying each column fom the source surface to the destination offseting it by a value different for each column. the copy is made pixel by pixel. is there any other better way to do it ? for example doing blitting of 1px width rectangles for every column ? <3> yeh dunno or keep a lookup table of how much added is added to all pixels from a row, although would have to be careful with clipping and suchs <8> thx <9> Does the SDL code include killing your application ? <9> Program terminated with signal SIGTRAP, Trace/breakpoint trap. <3> sdl catching your program being killed <9> I wrote a program, but when using gdb to debug it, it gives me a Program terminated with signal SIGTRAP, Trace/breakpoint trap. The program no longer exists. <9> Thus i cannot debug because there is nothing loaded to debug it .... Is there a way i could "trap" the end of the program to see where it occurs ? <10> new to sdl: any idea why an sdl 1.2.11 app compiled with gcc in windows xp, is 99% cpu usage all the time? even if app is simple? <2> naphos, you've got a tight mainloop <2> but an SDL_Delay in the loop <9> Harekiet: can i disable this eeuu "crap" ? <2> Qantourisc, look up the no parachute flag for SDL_Init <9> mattst88: aa ok that will be verry welcome :) <10> mattst88, i have a timer that outputs 20 frames per second? <9> it's hell when trying to debug :) <2> naphos, what? <9> mattst88: thanks i hope it goes away now <10> mattst88 dont have code at the moment... thanx for suggestion <2> :) <9> mattst88: noipe still Program terminated with signal SIGTRAP, Trace/breakpoint trap. <2> I'm not sure then. bbl. <9> bbl ? what did that mean again ? <10> be back later Qantourisc <9> aa ok right <10> bbl too lol house guests <9> anyone has any idea why i get a SIGTRAP ? <10> mattst88: thanx, worked main loop was ok but i had another loop that needed SDL_Delay in it, thanx for reminding me to check <2> :) <11> hi. i have a litte problem with drawing png images with a alpha channel (opengl). it seems like only the alpha channel is drawn (= nothing visible), after removing the channel the image becomes visible. <11> code: http://choerbaert.org/scy/tmp/opengl/opengl.cpp, example files: http://choerbaert.org/scy/tmp/opengl/, archive: http://choerbaert.org/scy/tmp/opengl/opengl.tar.gz <11> i think the function ConvTexture contains a mistake, but i can't find it <11> the example program will draw a RGB and a RGBA picture, but only the first ohne is visible on the screen
<11> *one <11> dunno if this is the right channel to ask this question, but i don't think that people on #opengl have that much knowledge about converting a sdl surface to an opengl texture <11> hmm, no idea? <12> scy: I think you would benefit from looking at tdfsb <12> no wait you want something else. <11> that tdfsb: http://freshmeat.net/projects/tdfsb/? <12> nevermind. <11> i don't want to make anything with 3D <12> I don't even know what opengl texture is. <11> eh? a texture in opengl? <11> hm, i'll try #opengl <12> not the functionality, the implementation. <11> oh, okay <12> you can save an sdl surface as bmp <12> or with sdl image library, you can save it in many different formats <11> i don't want to save it <12> ah, glTexImage2D can do it, you p*** the pixels data of SDL_Surface <11> yes <12> yes? you knew that? <11> hm? knew what? <12> " glTexImage2D can do it, you p*** the pixels data of SDL_Surface" <11> yeah, but can do what? converting a sdl surface to a texture? <11> thats what i'm already doing <12> then why are you asking? <2> pwned, good grief man. Read what he said. <13> yop <2> the RGB version works, but the RGBA version *doesn't* <11> pwned, i wan't to know why openl only draws the alpha channel of a RGBA image <11> i want to draw the whole picture, not only the alpha channel <12> because sdl's pixels data may differ in alpha format <11> there has to be a mistake in ConvTexture(), but i can't find it <12> actually, it is inverse <12> 0 becomes 255 <2> http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fSetAlpha <2> 255 is Opaque, 0 is transparent in SDL. I believe it's the same in OpenGL. <2> scy, http://mattst88.no-ip.com:8181/programming/?page=code <2> on that page, I've got my SDL_Surface -> OpenGL texture conversion function. Maybe try using it to see if you can narrow down where the bug is. <2> If mine works in your code, then you'll know it's a problem with your function. If they behave the same way, it's a rendering problem. <11> mattst88, thanks, i will try it <2> :) <12> http://www.libsdl.org/pipermail/sdl/2002-September/049078.html <2> yes, that function will allow you to load nonpower of two Surfaces as textures. It's a little more complex. <11> mattst88, yeah, your code seems to work <2> awesome, you're free to use it for whatever purposes. :) <12> I was wrong, it isn't opposite alpha, I wonder where that came from. <12> I wonder why I typed all that nonsense, something isn't right. <2> pwned, on the link I posted, it states that the meaning of alpha values were reversed around SDL 1.1.4 <12> ahhh <11> yes <12> mattst88: also the other nonsense I said <12> anyway this should not have been researched on irc, but in the examples included in sdl sources. <2> the example pertaining to Surface->Texture conversion is more complicated than an example needs to be. <2> As I said, it takes into account support for NPOT surfaces. <12> oh yeah, complete examples are too complete to be examples. <14> mattst88: that's not complicated at all, it doesn't even do slicing <2> shall we compare my function to the example one on the mailing list? :P <12> yours is smaller so it wins <12> it even uses lowercase bitmasks <14> mattst88: those mask things are redundant <14> too much h***le <14> also, you don't do proper error handling <2> dolphin, too much h***le, as in not worth having it work on big endian? <2> what should I change? <11> hm, i can't really track down the problem <11> but i think the information got lost during the sdl blit <11> mattst88, alpha blending doesn't work any more with your code, this is really strange <2> odd
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