sebt3
homebrew player (P. & C.)
Probably more a #define
That's what I'm using right now (git clone https://github.com/ptitSeb/glshim;cmake .; make).My nexuiz build is mostly vanilla.
But you probably need my fork to make it run without changes in the code.
Hmmmm, I pushed some changes, so maybe "git pull" and "make" again, so you'll have the same version as me.That's what I'm using right now (git clone https://github.com/ptitSeb/glshim;cmake .; make).My nexuiz build is mostly vanilla.
But you probably need my fork to make it run without changes in the code.
I've caught up on most of your stuff, and upstream has several things you don't.ptitSeb said:But you probably need my fork to make it run without changes in the code.
You'd be surprised how much I cover: https://docs.google.com/spreadsheets/d/1-kNLvmh08Vg_k6sbjMhw20YOY7gBHndSgLVE0KTjU2k/edit#gid=0mcobit said:I think not everything is handled properly by glshim right now.
That's already been done. The problem is somewhere else.Wasn't the goal of the wrapper to avoid modifications where possible? I bet ptitSeb would create a stub 1D function calling 1F (and fix the issue for all the games out there) instead of fiddling with nexiz sources, if the fix was that easy.
That's true, but I still hadn't work on the "big merge" . The simple list alone is much nicer!Both of our versions have glTexSubImage1D, so something else is going on.
I've caught up on most of your stuff, and upstream has several things you don't.ptitSeb said:But you probably need my fork to make it run without changes in the code.
This one is quite difficult to emulate. You should try to fake it, or remove the call in the sources.I'm trying to put together the libraries required to run Shattered Pixel Dungeon.
Right now I'm stuck at a point where I miss glXCreatePixmap function. Am I right to suppose that pandora's X server doesn't support GLX anyway?
I will try to add stubs to glshim then.This one is quite difficult to emulate. You should try to fake it, or remove the call in the sources.
Most of the time, the function is checked but not used. And when it's used, it's a "fallback" strategy when FBO are not available...
And to answer your question, Pandora doesn't support GLX. But some GLX call are emulated as part of glshim.
Is that a contest? The first to succeed wins ?I have downloaded both minecraft and codeblocks for spare libs (codeblocks was a bit painful to get with PNDManager), so yes, I've tried some of Ptitseb's libs. Good luck if you want to try for yourself!
Is it based on lwjgl (I will push a beta of Revenge of the Titans soon, that is based on it, like Minecraft) or something else?I will try to add stubs to glshim then.This one is quite difficult to emulate. You should try to fake it, or remove the call in the sources.
Most of the time, the function is checked but not used. And when it's used, it's a "fallback" strategy when FBO are not available...
And to answer your question, Pandora doesn't support GLX. But some GLX call are emulated as part of glshim.
It's based on libgdx, with lwjgl as backend.Is it based on lwjgl (I will push a beta of Revenge of the Titans soon, that is based on it, like Minecraft) or something else?
Ah, I have not started working on libgdx, but I have planned to do so, as there are a few interesting game using that engine.It's based on libgdx, with lwjgl as backend.Is it based on lwjgl (I will push a beta of Revenge of the Titans soon, that is based on it, like Minecraft) or something else?
On the Pandora ?Can we get this into the official OS release at some point, and if so, can we determine which of all the branches/forks is the best for the job yet?