On Thu, 10 Apr 2008 21:20:03 +0200 Evgeni Golov wrote: > Any ideas how to fix this? (Like a patch for the mentioned > src/GL/SDLAppHandler.cpp).
After hacking around in that file, I think I got it working (sort of). Can you guys (Matijs and Sven) fetch http://debian.die-welt.net/adanaxisgpl/adanaxisgpl_1.2.5.dfsg.1-1_i386.deb and tell me whether it helps (or not)? It does not on my 16mb radeon, but on my 128mb radeon (when I force it into 16bpp mode, and the original version refuses to start). Andy, loook what I've did: --- adanaxisgpl-1.2.5.dfsg.1.orig/src/GL/SDLAppHandler.cpp +++ adanaxisgpl-1.2.5.dfsg.1/src/GL/SDLAppHandler.cpp @@ -383,7 +383,7 @@ m_width=inDef.Width(); m_height=inDef.Height(); - m_bpp=32; + m_bpp=0; m_showCursor=!inDef.FullScreen(); U32 sdlFlags=0; if (inDef.FullScreen()) @@ -407,9 +407,9 @@ MediaSDL::Sgl().InitVideoIfRequired(); - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); The m_bpp change is for SDL leaving the video mode preferably as it is, and not try to change it to 32bits. The three GLAttributes are just a reduced colordepth per channel, so it actually fit into 16bit (why did you use 3*8 bit, but set DEPTH_SIZE to 16?) When running 16bit, the game does not look as pretty as in 24, but hey, it runs :) Regards Evgeni
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