the new version of Evilrich's SDL port works fine so far (i just build a project with it), but it has two minor flaws which need to be addressed.
sdl-config has a wrong prefix set (both in clib2 and newlib), in the downloadable archives it's set in local/newlib/bin/sdl-config to prefix=/usr/local/amiga/ppc-amigaos/SDK/local/newlib/ respectively in local/clib2/bin/sdl-config to prefix=/usr/local/amiga/ppc-amigaos/SDK/local/clib2
Both of these won't work and will throw errors on not finding SDL.h. they need to be fixed to point to the right drawer, for newlib it has to be prefix=/SDK/local/newlib and for clib2 prefix=/SDK/local/clib2
Of course you dev and porting gods do know about it already and know how to fix it, but me (and probably lots of other poor sods who pretend to develope/port for our beloved system ) didn't know and might find this information useful.
/me signing off
now get to work and port beautiful stuff with enhanced SDL
yea, it would, i thought i had it there already, as it has been like this since the beginning... i imagined it would be fixed for the later releases but it's easy to forget, and i guess evil rich cross devs SDL, that's why.
edit: yes, i'll take this stupid x-mas dress off, i just haven't found the time yet! The Up Rough 10 Year Anniversary is closing in, lots of things to prepare! This Saturday people! Be there!
but it has two minor flaws which need to be addressed
Surely that's just one flaw. It just occurs in two places.
Fair enough. I forgot to correct that. If you were really on the ball, you'd have noticed that the .so's rpath and the pkg-config file are both set wrongly for a native install too.
FWIW - and I keep saying this - if you have a problem with some software I've produced, please tell me. Don't expect me to see messages like this posted on forums, because I generally won't. (I'm only here tonight because my brain's frazzled and there's nothing good on TV to veg out with).
BTW, did you ever have a look at the double-buffering problem with OpenGL? I emailed you a while back, but I don't know if it got through.
Basically, in OS4, the surface-flip function isn't waiting for the currently displayed surface to finish outputting to screen before returning. As a result, MiniGL starts clearing/drawing to the back-buffer while it's still the front buffer. The syncing isn't working as it should. This causes horrible flickering in OpenGL demos/games. I've currently suggested that people stick a WaitTOF() in their code as a simple workaround. It would be nice if this were fixed.
Basically, in OS4, the surface-flip function isn't waiting for the currently displayed surface to finish outputting to screen before returning
It is. It's using ChangeScreenBuffer, etc. for the synchronization.
I had a quick look at the SDL source code and saw that there was synchronization code in there; it's just not working the way that it should, at least with MiniGL screens.
Quote:
Not sure why this isn't working for you. I'll need to investigate.
I had a quick look at the SDL source code and saw that there was synchronization code in there; it's just not working the way that it should, at least with MiniGL screens.
Can you point me to some examples (preferably with source code available) which you think show synchronization is not working?
I had a quick look at the SDL source code and saw that there was synchronization code in there; it's just not working the way that it should, at least with MiniGL screens.
Can you point me to some examples (preferably with source code available) which you think show synchronization is not working?
Cheesr, Rich
BlasterBastards has the flickering problem, but it's closed source.