glshim


If you remove the compilationflags, does the keyboard work then?


You can try to get the libpreload.so from lunixbochs server and do LD_PRELOAD=/PATH/TO/LIBPRELOAD/libpreload.so
 
So I'm working on getting crrcsim working on the Pandora, and its quite playable already with your lib, lunixbochs!  So, great!  The one issue I'm having though, it seems like crrcsims' texture atlases are prepared for heftier texture pipelines .. so I'm today going to sit down and write a script to convert them to something more "Pandora-compatible" .. does anyone have any advice or tips about this subject that they can give? 
I would convert them to pvrtc, you can find code examples in hurrican for loading them. I also have a script to convert hurrican's textures, but it may not apply since I had to deal with colorkey and alpha.

Another option is converting at runtime to 565 and 5551 formats.
 
If you remove the compilationflags, does the keyboard work then?


You can try to get the libpreload.so from lunixbochs server and do LD_PRELOAD=/PATH/TO/LIBPRELOAD/libpreload.so
As you can see on my video (that i builded without optimization) only keys that work are ESC and then Y or N

Also i have added LD_PRELOAD path but i havent noted something different.

Another thing to look at is when i move the mouse FPS go down
 
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I'm still hoping this new libGL.so means we can get Minecraft and other lwjgl games working.
 
Been working on it. Not so much love lately. Most lwjgl stuff should work with the OpenGLES port I already did, it's mostly just Minecraft which makes some assumptions the classes it is working with which it shouldn't be doing.
 
I would convert them to pvrtc, you can find code examples in hurrican for loading them. I also have a script to convert hurrican's textures, but it may not apply since I had to deal with colorkey and alpha.

Another option is converting at runtime to 565 and 5551 formats.
Thanks for the advice Pickle, this will really help guide my way .. are you in IRC these days, in case a little more earbending is required while I get this .PND made?  I have to tell you guys that crrcsim is one of *THE* nicest things to run on the Pandora - really makes the nubs and overall integration of the design of the Pandora hardware itself feel very, very fun.  I've been playing my buggy version all afternoon, and I have to say its really amazing to have something like crrcsim to use the nubs with in joystick mode .. 
 
Just had to google exactly what crrcsim actually was ( :blink: ), looking forward to playing this as it looks good fun! Am also looking forward to playing Teeworlds whenever that arrices on the scene... :)
 
My own temporary madness I'm afraid, in my mind I was getting Teeworlds and Neverball mixed up....(whoops!) :wacko:
 
Sorry about that .. for those who don't know what crrcsim is, its an open-source RC-model flight simulator (*quite* a good one) here are the screenshots:

http://sourceforge.net/apps/mediawiki/crrcsim/index.php?title=Screenshots
 

Since I've recently gotten seriously addicted to RC planes IRL, having crrcsim with me in my pocket when the weather is shit is giving me the absolute loveliest alternative to sitting in some dark corner, thumbs twitching, moaning something about glide ratio's and tip stalls and whether or not the latest lab foamie invention is TLAR enough .. ;)  (Just trying to call out fellow addicts, is all..)

Anyway, I'm pretty sure I'll be able to patch this up and release a workable, if not working, .PND for us all next week .. thanks to you lunixbochs, this is happening a lot sooner on the Pandora than I thought it would!   :)
 
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Another test.

This time i have builded only using GLUT (in code is possible to build in GLUT mode without using SDL and SDL_mixer) and this time

i could use the menu as normal...but is slow like hell, as is not work in combination of GL libs by lunixbochs, work only with the mesa libs by codeblocks toolchain.

When i try to run with the lunixbochs libs its say on terminal:

glXGetProcAddress: glxCreateContexAttribsARB not found.

./gl-117: symbol lookup error: ./libglut.so.3: undefined symbol: glXMakeContextCurrent
 
Been working on it. Not so much love lately. Most lwjgl stuff should work with the OpenGLES port I already did, it's mostly just Minecraft which makes some assumptions the classes it is working with which it shouldn't be doing.
Good luck with it! Have you tried contacting Mojang? Maybe they have information that could help.
 
I also have used a glutes lib in the fallingup pnd.


You can get headers and lib from there if you want to try with that.
 
Any chance you can release a hard-float version? Source code would be even better, but I won't be that person...
 
My toolchain is GCC 4.3.3. Looks like I need 4.5 or later to compile hardfloat? I only link against X11 and load the rest of my symbols at runtime so it would be pretty easy.

What kind of cool things will you do if I release a hardfloat version? :)
 
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Any more improvements on this in the works? :)

Pd/GEM still doesn't get past 'glMap2d' .. would be awesome if I could eventually use GLES instead of mesaGL.
 
Can we have a ~kickstarter or fundraiser for this libGL to be further improved, and (ideally) released as open source?

Can we somehow get more devs working on it?  (with lunixbochs as benevolent dictator for life, of course)
 
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Any more improvements on this in the works? :)


Pd/GEM still doesn't get past 'glMap2d' .. would be awesome if I could eventually use GLES instead of mesaGL.
I do have a WIP mesh renderer. I just haven't had a chance to work on it as much lately.
 
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