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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


OK, so I've now succeeded in building two versions of Raylib v4.5. One against newlib that I can build with on OS4 and one against clib4 which can only be used with a cross compiler environment.

I've run a bunch of tests (from my project) and everything looks OK except 3D. But I can't tell yet whether the issues are my end or my build of Raylib / GLFW / ogles (bear in mind I had to rebuild GLFW for newlib).

So my next step is going to be to look at the examples supplied with Raylib to determine if the 3D issues are my end or not. It's quite likely they are issues in my project as the bulk of my focus has been 2D since that's what I understand more.

Once I'm happy things are stable then I'm going to look at Raylib 5. And then finally spend some time on my project :D


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Re: Raylib v4.5.0
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Not too shy to talk


https://www.amigans.net/modules/newbb/viewtopic.php?topic_id=9235

Post number 9. The 'stdargs.h' include issue, then the 'MAXPATHLEN' issue, but then by the time I've added 'stdargs.h' and 'amiga_platform.h' I'm left with the following output, for which I have a vague clue what the issue is (newlib not handling library opening in the same way clib2 does and also being missing some things you added to clib2), but I wouldn't know how to solve them.

root@3247e1579380:/opt/code/glfw/build# make
Consolidate compiler generated dependencies of target glfw
[  1%] Building C object src/CMakeFiles/glfw.dir/os4_init.c.obj
[  2%] Linking C static library libglfw3.a
23%] Built target glfw
Consolidate compiler generated dependencies of target boing
24%] Linking C executable boing
../src/libglfw3.a(posix_module.c.obj): In function `_glfwPlatformLoadModule':
/opt/code/glfw/src/posix_module.c:41: undefined reference to 
`dlopen'
../src/libglfw3.a(posix_module.c.obj): In function `_glfwPlatformFreeModule'
:
/
opt/code/glfw/src/posix_module.c:46undefined reference to `dlclose'
../src/libglfw3.a(posix_module.c.obj): In function 
`_glfwPlatformGetModuleSymbol':
/opt/code/glfw/src/posix_module.c:51: undefined reference to `dlsym'
../src/libglfw3.a(os4_context.c.obj): In function `destroyContextGL':
/opt/code/glfw/src/os4_context.c:62: undefined reference to 
`aglDestroyContext'
../src/libglfw3.a(os4_context.c.obj): In function `getProcAddressGL'
:
/
opt/code/glfw/src/os4_context.c:83undefined reference to `aglGetProcAddress'
../src/libglfw3.a(os4_context.c.obj): In function 
`swapBuffersGL':
/opt/code/glfw/src/os4_context.c:77: undefined reference to `aglSwapBuffers'
../src/libglfw3.a(os4_context.c.obj): In function `makeContextCurrentGL':
/opt/code/glfw/src/os4_context.c:54: undefined reference to 
`aglMakeCurrent'
../src/libglfw3.a(os4_context.c.obj): In function `_glfwCreateContextGL'
:
/
opt/code/glfw/src/os4_context.c:145undefined reference to `aglCreateContext2'
/opt/code/glfw/src/os4_context.c:153: undefined reference to 
`aglMakeCurrent'
collect2: error: ld returned 1 exit status
make[2]: *** [examples/CMakeFiles/boing.dir/build.make:98: examples/boing] Error 1
make[1]: *** [CMakeFiles/Makefile2:272: examples/CMakeFiles/boing.dir/all] Error 2
make: *** [Makefile:136: all] Error 2


[edit] But I did wonder, that if clib4 is just your clib2 renamed to prevent naming conflicts, then can i just compile raylib using clib4, put a copy of it in the clib2 folder and just tell gcc to use -mcrt=clib2 ? Or are they different enough for that not to work?


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


So the newlib path is a non starter for someone of my skill level. I just tried to build GLFW against newlib (needed by Raylib) and it throws up a bunch of problems. I hack about a bit, get it part way there, start to use google search only to be pointed to my own posts on here from last year which never got resolved because I moved to CLIB2. I thought we were going round in circles and it looks like I wasn't wrong.

So I have two choices right now. Go back to clib2 where I can cross compile (in docker - I don't use a linux host as such) and native compile as I choose, or stick with clib4 and suffer the pain of the build / copy to NAS / switch machine / copy from NAS / test cycle for even a single line code change.

I'll try the clib2 route to see if I get up and running with that but I thought that was where I started 2 days ago and something didn't work which was fixed by moving to clib4.


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


OK, just to keep this thread up to date with what I said on discord, I'll turn my attention now to your current Amiga Raylib sources and Newlib. I know that's what Hans would prefer anyway. I know that's where I started and couldn't get it to build but maybe things have changed now there has been more work done on it.

Personally I just want whatever works and allows me to focus on my software rather than constantly wrestling with libraries!


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Re: PiStorm - can PPC for classic Amiga make a come back?
Not too shy to talk
Not too shy to talk


Yeah., I've already posted that PiStorm is currently stuck at Pi4 Max but I guess my posts are not visible or new readers (not you geennaam!) just don't want to believe it.

Reading through the thread again, I don't desperately see the point of PiStorm PPC to run OS4.1 on classic hardware. The vast majority of software (games at least) that we use OS4 hardware for would end up a terrible experience at best, if not a slideshow.

OK, you'd get a nice workbench experience and some utility stuff would probably run just fine. But I think that's about it. And it's all hypothetical, someone would need to do it first. And is it that much nicer than a well put together OS3 workbench running at 1440p? Probably not. Mine's pretty sweet for example.

The concept is sound. And we wait to see if CM5 helps with the GPIO situation (I think I read that it won't, but don't quote me on that), but I think the concept is better applied to other projects like other 68K targets or other architectures.

Were there even any other 16bit architectures? It all seems to be about 68000 all the time.


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


So, I built glfw, libgl4es and raylib against the now renamed clib2 (now clib4)

I can cross compile from docker a small test program. It sort of worked and sort of didn't. This is the bog standard raylib hello world window. It comes up nicely, I'm off looking at other things for maybe 10 minutes. Come back, click the window to focus it (I had other windows in front) and it just froze the system. I rebooted and just ran it without letting it sit there for 10 minutes and it was fine. I hit escape and the command line program ended but left the window there. Ignore that last bit. I was missing a CloseWindow() statement.

OK, so I figured I'd look at another example that I had which plays some audio. This is code on OS4 I don't have it on my laptop. I modified the Makefile to tell it to use clib4, tried to build it and gcc just tells me I've specified an invalid C runtime.

I guess this is my lack of experience here. I am searching the internet and not just assuming others will give me the answer, but how do I use this new clib4? I have run the installer for clib4 from github.

One last edit: Found the answer: https://github.com/AmigaLabs/adtools


Edited by MartinW on 2024/4/15 23:47:01
Edited by MartinW on 2024/4/15 23:48:02
Edited by MartinW on 2024/4/15 23:52:13
Edited by MartinW on 2024/4/16 0:11:29

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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


Oh man, I'm not done yet it seems. I've got to rebuild libgl4es now against clib4! Definitely some banging heads against brick walls going on right now.


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


The updated miniaudio.h works fine incidentally. I'm all built now. Don't know what happened but GitHub clearly had a brainfart at some point.


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


I'm not 100% sure yet but I think you might have a corrupt copy of miniaudio.h in your amigaOS4 (v4.5) branch?

I've rebuilt glfw against your clib4 and when I try to compile Raylib4.5 it all goes well until I hit miniaudio.h at which point it throws hundreds if not thousands of errors. The file is huge so it's not the easiest to work on but somewhere around line 45000 there appeared to be a part duplicated block of code that just abruptly ends. The errors don't appear to be code errors, more like unterminated #defines and so on, basically like git has not pieced the file together correctly. This is on Github as well as locally so I don't think it's my end.

Search for "/* ScriptProcessorNode." to find the first place it blows up for me.

I have copied the version of the header file from commit c8ae696 (7 months ago) and Raylib build completes without issue. But of course you may well have made valid changes to miniaudio since then as it looks like you've added support for AHI.

I haven't tried Raylib 5 yet as I wan't to do some testing on my project with the existing version before getting into upgrading Raylib. No doubt I will anyway, but one step at a time!

[edit] The copy from the Raylib5 branch looks like a more sane copy that also includes AHI support and if I use that file it also compiles, so maybe it is a correct file in 4.5 branch and the one from 5 is OK? Too late tonight to try to test on X5000 though.


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


@afxgroup

Nice - thank you. I will!

I do sometimes wonder if I'm cut out for development on OS4! I had a Quick Look at v5 last night with SDL and failed at the first hurdle. Audio failed so I disabled audio in Raylib but it still tried to link against some audio functions so my next step was going to be to look at miniaudio tonight. I'll have a chat with someone shortly because the fact that disabling audio didn't stop it from trying to link against audio might be something that needs to be reported. Need to think about that.

I'll probably still look at RL5 with SDL backend as well because I think that would give me an option even if a slow option under emulation. More options are always good.


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Re: Raylib v4.5.0
Not too shy to talk
Not too shy to talk


1. @afxgroup - been meaning to ask since I've seen it a few times too, but where has clib4 (suddenly?) come from? is it your clib2 renamed so it doesn't conflict with the original clib2 which would make sense, or is it simply something else I didn't know existed until I saw it recently?

2. @Hans - there's hope yet. This weekend my partner in crime and his family visited and earlier today I showed him the X5000 and where I got to with our project. We were both stood there going "we really should get back into this!". Tomorrow I need to remember to mention Raylib5 / SDL2 to him for comment. I don't expect him to rush out an purchase OS4 hardware but getting some interest on the Mac side would help too.

I've got my OS4 emulation on my laptop working again - no idea why it didn't just work when I went to run it, but I had to recompile Qemu from master. Next I'll take a look at my cross compile environment again. If I've still got the will power left once everything's back up and running then I'll see where things head. By my own admission though, my attention span is short these days however.


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Re: AmiUpdate Passwords
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Not too shy to talk


I finally got a chance to have another look this morning and realised there is a contact link inside the bug tracker. But it looks like the bug has been picked up yesterday anyway. I imagine from reading here.


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Re: 2024 - April - Space Cadet Pinball
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Not too shy to talk


Not going to win any awards, but I'll post it anyway for now...

Resized Image


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Re: Multiplayer Gaming and Competitions - Heretic II, Quake II etc.
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Not too shy to talk


I definitely like this idea. I've never been massively into online multiplayer because I'm a bit crap and the random internet can be a bit hostile. There's little point in it if it's just "bang, blink and you're dead" all the time. Hopefully some Amigans arranged games wouldn't be too bad!

My Heretic 2 hasn't shipped yet but hopefully it will soon. Looks like either I missed the boat and they sold out, or RetroPassion went off on holiday the day after announcing they had stock (or both). But hopefully it won't be too much longer.

I also installed Wolfenstein Enemy Territory but I need to setup my own server to test it as I don't think it works, it won't connect to anything.

I'd be up for other options too. Shame there isn't an Unreal Tournament for OS4, I used to like that back when it first came out.


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Re: AmiUpdate Passwords
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Not too shy to talk


I'll contact the chap later when I'm back to either get a login or at least report it. Got to head out for a bit.


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Re: AmiUpdate Passwords
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Not too shy to talk


I haven't, no - if you click on Register For Account is just takes you to a web page for Codebench that hasn't been updated since 2017 and as far as I could see, didn't contain the register page that the link suggested it should.


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Re: AmiUpdate Passwords
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Not too shy to talk


Thank you - that appears to have worked nicely!


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AmiUpdate Passwords
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Not too shy to talk


According to the AmiUpdate web page, when accessing a site that requires login you will prompted the first time and then this information should be stored in the site list file which should be in the AmiUpdate folder.

I get prompted for the login for Hyperion's website every time I do a scan. I also don't seem to have a site list in the AmiUpdate folder. I currently have the servers www.amiupdate.net and update.amigaos.net defined with amiupdate being the one tagged for self update so I would think this information should be getting stored somewhere but I don't know where.

I have tried to add this to the AmiUpdate bug tracker but it's locked down and I can only get in as a guest user.

Hopefully I'm missing something obvious or doing something wrong! I swear back when I was trying OS4.1 under emulation it didn't prompt me every time but that was years ago and I can't remember how I did it, or if it just worked by itself.


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Re: ScummVM and AmigaOS4.1 F.E.
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Not too shy to talk


Ah. Yes, I guess it’s some shader function that’s not fully implemented? Or something like that.


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Re: ScummVM and AmigaOS4.1 F.E.
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Not too shy to talk


@Raziel

Just gave it a quick try over lunch with The Longest Journey.

Everything appears to work but there are constant warnings (errors?) in the log window:
"WARNING: GL ERROR: GL_INVALID_OPERATION on glad_glUniformlf(pos, f) (./graphics/opengl/shader.h:150)!"

Same thing over and over. I imagine you know but thought I'd mention it anyway.


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