Yay! I could swear I saw a small but noticeable performance boost.
I read something about texture compression in the changelog (parental guidance required? ;)) - what are the chances of having ARM native compression to keep memory usage down? It seems, if I turn texture compression on at app...
Or so we thought! :(
It takes up to a minute of gameplay to get this crash:
Program received signal SIGSEGV, Segmentation fault.
0xb65de148 in __memcpy_neon () at ../ports/sysdeps/arm/armv7/multiarch/memcpy_impl.S:332
332 ../ports/sysdeps/arm/armv7/multiarch/memcpy_impl.S: No such file or...
I knew it was too crazy to not be wrong, duh!
I had a stray older libGL in my home directory which sometimes took precedence over LD_LIBRARY_PATH. When I saw the game working it was actually using the latest glshim. Thanks and sorry for the fuss!
Thanks, it's working again.
Two issues that were there before: it's almost completely dark (except for buildings and vehicles) and libGL warnings started spewing again.
I'm trying this on a Beaglebone Black.
I meant the vanilla version of the game working with glshim.
My question stemmed from the fact latest glshim from @ptitSeb was causing crashes (going 3D) but once I used a 2 month-old version I had on my system, it started working ok indeed.
Hi,
I wanted to see what this was all about but I find the game unplayable for one simple reason - there's no way to speed up walking. It's simply too boring and time-consuming to change screens.
@BigMc Is there a parameter in the engine to tweak this? If not, do you think you could add...
Evening all,
I've been playing with dosbox from SVN that is supposed to be able to use glshim but can't get the screen fully stretched so my question is: what exactly can glshim do for dosbox? :)
Thanks!
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