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porting of Quakespasm
Quite a regular
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As I understand it, this is a source port with extended map support, which isn't yet available on OS4. This looks like it wouldn't be too difficult, just that I ran into stuff I haven't had to deal with before but thought it's obvious for somebody else. I had to disable some multitexturing modes to get it to compile fully. Only linking left:


gcc strlcat.o strlcpy.o gl_refrag.o gl_rlight.o gl_rmain.o gl_fog.o gl_rmisc.o r_part.o r_world.o gl_screen.o gl_sky.o gl_warp.o gl_vidsdl.o gl_draw.o image.o gl_texmgr.o gl_mesh.o r_sprite.o r_alias.o r_brush.o gl_model.o in_sdl.o snd_dma.o snd_mix.o snd_mem.o bgmusic.o snd_codec.o snd_wave.o snd_vorbis.o snd_mp3.o snd_sdl.o cd_sdl.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o console.o keys.o menu.o sbar.o view.o wad.o cmd.o common.o crc.o cvar.o cfgfile.o host.o host_cmd.o mathlib.o pr_cmds.o pr_edict.o pr_exec.o sv_main.o sv_move.o sv_phys.o sv_user.o world.o conback.o zone.o pl_linux.o sys_sdl_unix.o main_sdl.o -lm -lGL -lauto -ltheora -logg -lmad -L/SDK/local/newlib/lib -use-dynld -lSDL -lauto -lm -lSDL_mixer -lsmpeg -lm -lvorbisfile -lvorbis -logg -lmikmod -lstdc++ -o quakespasm
r_world.o: In function `R_DrawTextureChains_Multitexture':
r_world.c:(.text+0xc18): undefined reference to `GL_MTexCoord2fFunc'
r_world.c:(.text+0xc2c): undefined reference to `GL_MTexCoord2fFunc'
gl_sky.o: In function `Sky_DrawFaceQuad':
gl_sky.c:(.text+0x1eb8): undefined reference to `GL_MTexCoord2fFunc'
gl_sky.c:(.text+0x1ee0): undefined reference to `GL_MTexCoord2fFunc'
gl_texmgr.o: In function `GL_SelectTexture':
gl_texmgr.c:(.text+0x62c): undefined reference to `GL_SelectTextureFunc'
r_alias.o: In function `GL_DrawAliasFrame':
r_alias.c:(.text+0xa60): undefined reference to `GL_MTexCoord2fFunc'
r_alias.c:(.text+0xa74): undefined reference to `GL_MTexCoord2fFunc'
r_brush.o: In function `R_DrawSequentialPoly':
r_brush.c:(.text+0x2994): undefined reference to `GL_MTexCoord2fFunc'
r_brush.c:(.text+0x29a8): undefined reference to `GL_MTexCoord2fFunc'
r_brush.c:(.text+0x2b70): undefined reference to `GL_MTexCoord2fFunc'
r_brush.o:r_brush.c:(.text+0x2b84): more undefined references to `GL_MTexCoord2fFunc' follow
net_udp.o: In function `UDP_Write':
net_udp.c:(.text+0x470): undefined reference to `Errno'
net_udp.o: In function `UDP_Broadcast':
net_udp.c:(.text+0x568): undefined reference to `Errno'
net_udp.o: In function `UDP_Read':
net_udp.c:(.text+0x5e8): undefined reference to `Errno'
net_udp.o: In function `UDP_CheckNewConnections':
net_udp.c:(.text+0x6c0): undefined reference to `Errno'
net_udp.o: In function `UDP_CloseSocket':
net_udp.c:(.text+0x708): undefined reference to `CloseSocket'
net_udp.o: In function `UDP_OpenSocket':
net_udp.c:(.text+0x768): undefined reference to `IoctlSocket'
net_udp.c:(.text+0x7ac): undefined reference to `Errno'
net_udp.c:(.text+0x7f0): undefined reference to `Errno'
net_udp.o: In function `UDP_Init':
net_udp.c:(.text+0x944): undefined reference to `Errno'
gmake: *** [quakespasm] Error 1

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Re: porting of Quakespasm
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@Thematic

CloseSocket(), IoctlSocket() and Errno() its bsdsocket, just #include <proto/socket.h>, but there you should be carefull about that

As for GL missed funcs, if they undefined, then 99% our minigl not have them at all, and need to rewrite them on analogs, or write one from scratct and implent to minigl.

Back in past when something was missing in minigl, i ask Hans and he add it, but now i think he busy with all the other stuff to worry about minigl (which already abandoned).

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Re: porting of Quakespasm
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Re: porting of Quakespasm
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@kas1e

Adding the include had almost no effect.

@gtc

FitzQuake SDL, I'll see if it's more straightforward. Later that is.

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Re: porting of Quakespasm
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@Thematic
Try then <proto/bsdsocket.h>. That all for sure about soket, just need right proto (i have the same problems back in past). If you will not sort it in next days, then i can check all the stuff deeply to see how it should be fixed.

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Re: porting of Quakespasm
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With "gmake SDLNET=1" it actually skips all that, so I'll use it as a stopgap measure at least. Now to complete the multitexture crippling.

edit: It's running now, no immediate crashes or anything but not quite ready.


Edited by Thematic on 2012/1/5 0:48:29
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Re: porting of Quakespasm
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Hello

I dont know what is/mean GL_MTexCoord2fFunc
but glTexCoord2f() exists in minigl

Certainly there is a problem in the defines/includes...

Alain

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Re: porting of Quakespasm
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glTexCoord2f() is being used in several source files, but here is one example of code I deactivated:
Quote:

GL_MTexCoord2fFunc = (PFNGLMULTITEXCOORD2FARBPROC) SDL_GL_GetProcAddress("glMultiTexCoord2fARB");
GL_SelectTextureFunc = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
(GL_MTexCoord2fFunc && GL_SelectTextureFunc)
{
Con_Printf("FOUND: ARB_multitexture\n");
TEXTURE0 = GL_TEXTURE0_ARB;
TEXTURE1 = GL_TEXTURE1_ARB;
gl_mtexable = true;
}
else
{
Con_Warning ("Couldn't link to multitexture functions\n");
}

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Re: porting of Quakespasm
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OK i see

Just try with glMultiTexCoord2f (builtin GL function) not glMultiTexCoord2fARB (function available in GL extensions)

remove all ARB in function names that cause problems

or directly use
glMultiTexCoord2f (builtin GL function)
instead of
GL_MTexCoord2fFunc(pointer to GL function)

Alain

BTW Warp3D v5 & MiniGL-os4 got multitexturing so dont disable it too much

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Re: porting of Quakespasm
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Thanks, I will try this.

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Re: porting of Quakespasm
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I have this working without multitexturing. Last build goes with multitexturing by default, but it will draw garbage to most textures and soon crashes because I didn't know how to "select" between texture 0 and texture 1.

The line with GL_SelectTextureFunc is at least getting in the way at this point (commenting it out is not enough).

gl_vidsdl.c excerpt,
Quote:


{
SDL_GL_GetProcAddress("glMultiTexCoord2f");
GL_SelectTextureFunc = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (glMultiTexCoord2f && GL_SelectTextureFunc)
{
Con_Printf("FOUND: ARB_multitexture\n");
TEXTURE0 = GL_TEXTURE0_ARB;
TEXTURE1 = GL_TEXTURE1_ARB;
gl_mtexable = true;
}
else
{
Con_Warning ("Couldn't link to multitexture functions\n");
}
}

(Indention didn't carry over)

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Re: porting of Quakespasm
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Hello

MiniGL have a GLActiveTexture() function

BTW i think u should remove all "ARB"
I mean glmyfunctionARB() is a function only available as a GL extension
But minigl got glmyfunction() as a builtin function
(like recent OpenGL versions)

GL_SelectTextureFunc = (PFNGLACTIVETEXTUREARBPROC)glActiveTexture;
GL_MTexCoord2fFunc = (PFNGLMULTITEXCOORD2FARBPROC) glMultiTexCoord2f;

TEXTURE0 = GL_TEXTURE0;
TEXTURE1 = GL_TEXTURE1;


Alain

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