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Re: another port (was: need little help with big/little endian issues)
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@all
To continue Endianes problem, i need some help again for my lame knowledge :)

Is "bit-shifting" (<< and >>) are endian unaware in end ?

What i mean is i have for example that kind of code:

// A8R8G8B8
struct sVec4;
struct sCompressedVec4
{
    
u32 argb;
 
    
void setA8R8G8B8 u32 value )
    {
        
argb value;
    }
 
    
void setColorf ( const video::SColorf color )
    {
        
argb core::floor32 color.255.f ) << 24 |
                
core::floor32 color.255.f ) << 16 |
                
core::floor32 color.255.f ) << 8  |
                
core::floor32 color.255.f );
    }
 
    
void setVec4 ( const sVec4 );
 
    
// f = a * t + b * ( 1 - t )
    
void interpolate(const sCompressedVec4a, const sCompressedVec4b, const f32 t)
    {
        
argb PixelBlend32 b.argba.argbcore::floor32 256.f ) );
    }
 
 
};


inline void sCompressedVec4::setVec4 ( const sVec4 )
{
    
argb core::floor32 v.255.f ) << 24 |
            
core::floor32 v.255.f ) << 16 |
            
core::floor32 v.255.f ) << 8  |
            
core::floor32 v.255.f );
}


void setA8R8G8B8 u32 argb )
{
        
= ( ( argb 0xFF000000 ) >> 24 ) * ( 1.f 255.f );
        
= ( ( argb 0x00FF0000 ) >> 16 ) * ( 1.f 255.f );
        
= ( ( argb 0x0000FF00 ) >>  ) * ( 1.f 255.f );
        
= ( ( argb 0x000000FF )       ) * ( 1.f 255.f );
}
 
void setR8G8B8 u32 argb )
{
        
= ( ( argb 0x00FF0000 ) >> 16 ) * ( 1.f 255.f );
        
= ( ( argb 0x0000FF00 ) >>  ) * ( 1.f 255.f );
        
= ( ( argb 0x000000FF )       ) * ( 1.f 255.f );
}


How it all should be done for PPC ? I mean all those << and >> seems like that all should be different for us.

Visually, problem with that code (well, i am not 100% sure that is _that_ code, but pretty possible, as only bit-shifting operations i find is those ones), looks like this:

On PPC (os4):

Resized Image

On X86 (win32)

Resized Image

As can be seen "terrain" scene (earth and sky) looks fine, but colors of the textures on the dwarf looks different. That why i think about those functions i quote..

Whole file is here: Vertex.h


Edited by kas1e on 2018/2/2 13:23:38
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Re: another port (was: need little help with big/little endian issues)
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Hello Kas1e

Are you sure it is ARGB color space used and not RGBA?

I found this on Wikipedia : https://en.wikipedia.org/wiki/RGBA_color_space

Regards,

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Re: another port (was: need little help with big/little endian issues)
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@Petrol

If the code is meant to run on little endian CPUs the format it uses is BGRA (little endian equivalent of ARGB).

As far as 32-bit RGB with alpha channel pixel formats go there are actually four different variants: ARGB, RGBA, BGRA and ABGR.

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Re: another port (was: need little help with big/little endian issues)
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@kas1e

just fix it at load time, or convert it just after loading.

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Re: another port (was: need little help with big/little endian issues)
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@kas1e

Just sell it as a Shrek game.

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Re: another port (was: need little help with big/little endian issues)
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@Capehill
:) Its not byte order which is wrong, its shrek ! Its not ports are bad, just they different ! :)

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Re: another port (was: need little help with big/little endian issues)
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@kas1e

Hi.

I download and test Beret, don't works for me.

After a few seconds the Miggy hangsup, no error or DSI.

Tested some other SDL and GL games and all works fine, with the exception of beret and freedroidrpg, both jangs the computer.

Thanks

Virginio

P.D. Grafx2 2.5 works fine too.

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Re: another port (was: need little help with big/little endian issues)
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@RIBDEVIL
Proper bugreport requered, you know what it mean for sure :) Also you should be sure you use latest os4, with all normal stuff.

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Re: another port (was: need little help with big/little endian issues)
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Dwarf is not Shrek anymore :)

Resized Image

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