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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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