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snes9x.zip - emulation/gamesystem
Apr 29, 2024
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hle-pokercard.lha - game/card
Apr 29, 2024
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mce.lha - game/utility
Apr 29, 2024
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amiarcadia.lha - emulation/gamesystem
Apr 28, 2024
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ifarchive_dl.lha - utility/script
Apr 28, 2024
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kt_scripts.lha - utility/script
Apr 28, 2024
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stream.lha - utility/benchmark
Apr 27, 2024
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thumbnailmaker.lha - video/misc
Apr 26, 2024
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theme_list.lha - utility/misc
Apr 23, 2024
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faac.lha - audio/convert
Apr 22, 2024
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Re: emotion media player
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Posted on: 2017/2/11 12:06
#1461
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Just can't stay away
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@kas1e
Cool, I didn't even know that Emotion was released. Have to get it now :)
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Re: My MiniGL experiments,recompilation,tips,etc...
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Posted on: 2017/2/5 19:37
#1462
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Just can't stay away
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Hacked the vertex array code a bit, now it draws all triangles with one call (when using compiled vertex arrays a la Q3). On my Sam440 there seems to be about 1% FPS boost so not much to write home about but at least the direction is correct. It would be interesting to hear how faster system perform though. Lib + dirty patch here: http://capehill.kapsi.fi/minigl/
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Re: Work on Qt 5.8 has begun :)
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Posted on: 2017/1/28 20:35
#1463
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Just can't stay away
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@alfkil
If you have commited them, they are only in your local repo. You have to push the commits to remote. For example
sgit push origin master
supposing you are working on the master branch.
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Re: Work on Qt 5.8 has begun :)
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Posted on: 2017/1/28 19:51
#1464
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Just can't stay away
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Try:
sgit config user.name alfkil sgit config user.email alfkil@mailaddress
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Re: My MiniGL experiments,recompilation,tips,etc...
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Posted on: 2017/1/27 19:51
#1466
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Just can't stay away
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@BSzili
Maybe I missed the info but did you finish the vertex buffer for clipped triangles? Any conclusions there?
Did anybody try inlining hg_ClipCode or V_ToScreen functions?
And what is the meaning of "align" member? It was documented for padding usage but it seems to be used as a condition in the code...
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Re: Hieronymus not working on Sam440 ?
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Posted on: 2017/1/22 14:03
#1467
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Just can't stay away
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Hello corto,
I would like to use Hieronymus on Sam440 but it crashes. Is it a known issue? I can send full crashlog if needed.
(0x588CFEE0) native kernel module Kickstart/elf.library.kmod+0x00008254 (0x588CFF20) native kernel module Kickstart/elf.library.kmod+0x00008248 (0x588CFF60) native kernel module Kickstart/elf.library.kmod+0x000004d0 (0x588CFFB0) native kernel module Kickstart/elf.library.kmod+0x000005e0 (0x588D0020) Hieronymus:Bosch_StopAcquisition()+0x3fc (section 1 @ 0xBA8) (0x588D0080) Hieronymus:main()+0x490 (section 1 @ 0x13E4)
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Re: WookieChat 2.12 (27.01.10)
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Posted on: 2017/1/12 19:14
#1468
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Just can't stay away
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@kas1e
I haven't really IRCed for years so I don't know how WookieChat should work. However, when it starts, it's not connected to any server so there are no channels which sounds logical to me.
Anyway, after fixing the second crash, it is possible to connect some server. But after that I wasn't able to give any commands from keyboard.
Finally there is yet another crash when quitting.
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Re: WookieChat 2.12 (27.01.10)
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Posted on: 2017/1/10 19:20
#1470
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Just can't stay away
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@kas1e
Hmm.. but the fact the there actually is a NULL check later in the same function indicates to me that original developer expects Channel* to be NULL in some cases.
Do MorphOS and AROS catch zero page hits?
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Re: WookieChat 2.12 (27.01.10)
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Posted on: 2017/1/10 18:50
#1471
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Just can't stay away
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@kas1e
So after you have fixed strlen crash due to NULL Channel*, where the next crash happens?
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Re: WookieChat 2.12 (27.01.10)
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Posted on: 2017/1/8 9:51
#1472
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Just can't stay away
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@kas1e Later in the same function there is a NULL check. I don't know why Channel is NULL, but maybe there should be something like size_t channelNameLen = (msg->Channel) ? strlen(msg->Channel->c_Name) : 0; and then you can use the result as an AllocVec parameter. Another thing is that in ChannelFree function ( https://sourceforge.net/p/wookiechat/c ... /muiclass_network.c#l1092 ), channel is freed but msg->Channel is not set to NULL. This seems to leave a dangling pointer and potential future crash in the air.
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Re: WookieChat 2.12 (27.01.10)
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Posted on: 2017/1/7 20:27
#1473
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Just can't stay away
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@kas1e
Channel == NULL?
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Re: Looking for AmigaOS4.1 Final AmigeOne Micro version!
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Posted on: 2016/12/31 12:00
#1474
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Just can't stay away
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A Finnish dealer has it (I don't know will they deliver to Croatia): http://gentle-eye.fi/softa.html
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Re: SDL2 & OpenGL ES 2 (and/or Warp3D Nova)
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Posted on: 2016/12/8 19:01
#1475
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Just can't stay away
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@Hans
Not yet, but I have requested the SDK via email recently. Let's see what happens.
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Re: SDL2
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Posted on: 2016/11/25 19:38
#1476
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Just can't stay away
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@Raziel
Looking at the earlier serial log, we can observe that window width was less than 640. I am not sure why is that, did game want it or did SDL2 screw it somehow?
Please, if you have time, try compiling r139. I know that Davide can build SDL2 without issues, for example. It should work, unless your SDK is somehow broken. (ok, .so build is currently broken, it's a known issue)
I hope we could have another SDL2 release this year, but there are still some open issues.
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Re: SDL2
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Posted on: 2016/11/24 18:27
#1477
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Just can't stay away
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@Raziel Here https://wiki.libsdl.org/SDL_CreateWindowTry locating that function call from your game code and replace x and y parameters with zeroes. Alternately please compile r139 and tell me if problem still there..
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Re: SDL2
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Posted on: 2016/11/22 19:35
#1478
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Just can't stay away
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@Raziel
When programmer passes SDL_WINDOWPOS_CENTERED parameter, SDL2 most likely uses the information of the first stored display, which on our system is probably your Workbench screen. Then it calculates new window coordinates based on the dimensions of your WB screen, which might not match the application's expectations...that explains funny readings in the serial log.
For now, it looks as if the most simplest solution would be to ignore SDL2's window centering code and center the window on AmigaOS backend side. This solution needs a bit more testing before commit.
As a workaround, you can try to pass X=0, Y=0 for your window.
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Re: SDL2
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Posted on: 2016/11/20 10:57
#1479
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Just can't stay away
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@Raziel
Finally checked those logs. It looks like SDL2 opens a new screen but when window is created, it uses some strange x/y coordinates for position (would have expected 0,0). I have to do some fullscreen tests.
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Re: SDL2
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Posted on: 2016/11/7 18:30
#1480
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Just can't stay away
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@Raziel
Thanks for log. How much shift you get? Any chance for a screenshot? Did you say it doesn't happen always?
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