glshim


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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It's failing to set some initialization values to indicate that GLX1.2 is available. Maybe related to the missing functions, maybe not. I'll do some more debugging tomorrow.

edit: ok yeah. When setting up the display it tries to setup a bunch of function pointers and if any of those function pointers comes back null it fails to initialize properly. Notably the aforementioned 10 functions are expected. There's probably more because there's actually a couple dozen functions across 10 different lists it is looking for but it just fails out on the first one it can't find in each list, which seems to usually be the first or second one unfortunately.

I'll do some hacking tomorrow, get it to output a complete list of every function it wants and can't find, and then see if it can continue anyway.
 
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Yeah, I don't think I implement all of GLX 1.2 (which it probably doesn't entirely need anyway). I'll fix that.
 
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This is so amazing, thank you so much for the hard work!

When I bought Aquaria I didn't play it on my PC hoping I would be able to play it on my Pandora at some time... looks like the wait is soon over.

And to think what other OpenGL games could be ported... wow :eek:
 
Otherwise: libpreload doesn't fix the issue if SDL is statically linked against xlib, which is the case in the Pandora stock OS.
What makes you think that? AFAIK it loads libX11 dynamically (dlopen and friends) so that it can work from framebuffer console without X installed.
 
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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.
 
Otherwise: libpreload doesn't fix the issue if SDL is statically linked against xlib, which is the case in the Pandora stock OS.
What makes you think that? AFAIK it loads libX11 dynamically (dlopen and friends) so that it can work from framebuffer console without X installed.
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.

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.
Nice!

I just uploaded a version that *might* work with glfw. I now support a rough version of GLX 1.3 just for glfw. We'll see how it goes.

How should I test eduke32?
 
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Would a pnd be sufficient, that runs on angstrom with your libgl?


As I shall not distribute software with your lib officially here, I can give it to you in irc this evening if you like.
 
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You don't need to package my libGL with it. I'll be changing things if rendering is weird anyway.
 
Yes, I just thought, that everyone can download the pnd, put your lib in and has a pnd with your lib that might work.
Just testing the hrp, seems to load the textures to 50% then crashes, but might be a problem with my cc Pandora. Need to test with swap.
 
High res textures seem to work. Models for monsters etc. Don't unforunately.
 
Nice to see it working :) I see some weird blocky artifacts (I've seen similar in other games), and I got a freeze.
 
Nice to see it working :) I see some weird blocky artifacts (I've seen similar in other games), and I got a freeze.
those block artifacts are likely from the old sgx driver. there's another thread about updating them (can't remember as of yet)
 
Uploaded a new version that should fix the segfaults on exit.

Edit: uploaded another version to fix a purposeful memory leak in display lists (it was segfaulting, okay? D:).
 
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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.
 
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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.
Polymer rendering means gives you the REAL 3d mouse move rather than the standard fake 3d mouse move.

When polymer gets enabled ill be a happy bunny :D
 
Well, ok. It is then ;)


But of course I will only release, when lunixbochs gives his ok and fixes the last bugs :)


Edit: To keep loadingtimes moderate, I think I need to resize all the textures in the hrp to half the size.
 
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