- Joined
- Sep 18, 2011
- Messages
- 742
As always, you can get me a tarball of something if you want me to test/fix the lib against it.
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What makes you think that? AFAIK it loads libX11 dynamically (dlopen and friends) so that it can work from framebuffer console without X installed.Otherwise: libpreload doesn't fix the issue if SDL is statically linked against xlib, which is the case in the Pandora stock OS.
Was a wild guess, because it wasn't calling xlib functions in my LD_PRELOAD lib. dlopen makes sense as well. Either way, my fix only works for a userland like that of PanDebian right now.What makes you think that? AFAIK it loads libX11 dynamically (dlopen and friends) so that it can work from framebuffer console without X installed.Otherwise: libpreload doesn't fix the issue if SDL is statically linked against xlib, which is the case in the Pandora stock OS.
Nice!Eduke32 now works in normal opengl mode. There are still some bugs, but that was expected. Formexample, the overlays, that turn the screen red or green on damage or powerups are not transparent, so your view is blocked by a red wall for a second when you take a hit. And on exit I get a glibc error.
those block artifacts are likely from the old sgx driver. there's another thread about updating them (can't remember as of yet)Nice to see it working I see some weird blocky artifacts (I've seen similar in other games), and I got a freeze.
Polymer rendering means gives you the REAL 3d mouse move rather than the standard fake 3d mouse move.Were you able to fix the non transparent color overlays?
This is something that makes it unplayable imho.
Edit: Just noticed, that colored lighting doesn't seem to work, too.
See a desktopbuild of eduke for reference.
Also tried the polymer renderer, which seems to work, too but doesn't have any visual advantage over the normal one on pandora.
The HRP textures can be used, but detailed textures and models make it crash.