No need to update 1.2, at least for Vulkan support. If no one is complaining
about loadso for 1.2, I think it's safe to leave that alone in Bionic and just
be correct going forward into Cosmic. We can always revisit in a separate bug
report if something serious arises, but I don't predict that w
Wow, you're fast! :)
Is this going in Cosmic and/or Bionic?
Thanks,
--ryan.
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https://bugs.launchpad.net/bugs/1740517
Title:
[SRU] SDL2 2.0.6 isn't compiled with Vulkan support
To ma
So what they did was try to force SDL to not dynamically load Xlib, because
they were concerned SDL wouldn't have X11 as a package dependency if so
(although that seems like something that should be listed as a dependency at
the package level, and in a land where Wayland exists, is now incorrect
Ok, so following up: Vulkan appears to be disabled because "loadso" (which is
short for "load shared objects" in this case) is disabled too, and this is not
a configuration that we generally test for, because that turns off SDL ever
dynamically loading a library, either internally for its own us
Just adding a note that this is still missing Vulkan support in 18.04.
Not to be overdramatic, but this bug means that basically no Vulkan-
based game going forward is likely to work with Ubuntu out of the box
until this bug is resolved.
This is in debian/rules for the package:
# the SDL mod
Public bug reported:
("Unity" here refers to the video game engine at https://unity3d.com/ and not
Ubuntu's Unity project.)
There is a bug in SDL2 that causes Unity-based games to fail in certain
configurations. The basic idea is that Unity is statically linked to
SDL, and then a plugin also li
Bug #1119 is fixed now, so I'm resolving this bug, too.
--ryan.
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https://bugs.launchpad.net/bugs/597859
Title:
Wrong application name appears in Sound Preferences when using
pulseaud
(Sorry if you get a lot of copies of this email, we're touching dozens of bug
reports right now.)
Tagging a bunch of bugs as target-2.0.0, Priority 1.
This means we're in the final stretch for an official SDL 2.0.0 release!
These are the bugs we really want to fix before shipping if humanly
poss
As a followup, installing libc6-dbg:i386 on Ubuntu 12.04 works without
complaint, and solves this problem.
--ryan.
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https://bugs.launchpad.net/bugs/881236
Title:
valgrind on amd64 no
Brian is correct, this is my bug in MojoShader; that code is goofy, and I'll
fix it soon (and push out an updated Super Meat Boy).
My apologies for this generating traffic on your bug tracker.
--ryan.
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Quick follow up:
My initial comments said I was on a 11.04 system, which is incorrect;
this is happening on 11.10, as the bug metadata correctly states.
I just tested this on Ubuntu 10.10 and Ubuntu 11.04, and both versions
have a valgrind that works with 32-bit binaries on a 64-bit system, so
th
> Works for me with 1:3.6.1-6ubuntu1 from Ubuntu precise:
> gcc -m64 -o hello hello.c
Yes, that would work, as you tested a 64-bit binary. The problem is that
valgrind doesn't work with 32-bit binaries on a 64-bit system. Use -m32
instead of -m64 and see if it changes anything.
(You'll need to ap
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https://bugs.launchpad.net/bugs/881236
Title:
valgrind on amd64 no longer works with 32-bit binaries
To manage notifications about this bug go to:
https://bugs.launchpad.net/ubuntu/+so
Public bug reported:
valgrind works as expected on 64-bit binaries, when using a x86-64
installation...
[icculus@taise ~]$ cat hello.c
#include
int main(void) { printf("hello.\n"); return 0; }
[icculus@taise ~]$ gcc -m64 -o hello hello.c
[icculus@taise ~]$ file hello
hello: ELF 64-bit LSB e
Public bug reported:
Ubuntu 10.10 already packages clang (the LLVM-based C compiler), and ships that
with support for the "Blocks" C language extension, but does not package
compiler-rt, which is needed to link Blocks-using code. This is a prerequisite
for Linux systems to offer something equi
We believe (but aren't sure) that there are two issues here, and both are in
SDL itself, not the games, SDL_mixer, or ALSA.
Those that are so inclined, it would be useful if you would update to
the latest subversion of SDL 1.2 and see if it fixes the issue.
svn co http://svn.libsdl.org/branc
Public bug reported:
There is a lib32ncurses5 package to supply x86 compatibility libraries to amd64
distros, but there is no lib32ncursesw5 package. This means 32-bit ncurses apps
running on an amd64 box can't use Unicode (and those that would try to simply
would refuse to start at all, due t
Public bug reported:
The 32-bit GTK+ compatibility libraries shipped with Ubuntu 7.10 appear to be
missing the svg decoder. This means that decoding some of the stock icons
shipped with the system fail when running a 32-bit Gnome binary on an amd64
system.
I have attached a minimal test case
** Attachment added: "Minimal test case for issue."
http://launchpadlibrarian.net/12242312/testgtkicons.c
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Missing gtk+ ia32 compatibility libs break stock icons
https://bugs.launchpad.net/bugs/195928
You received this bug notification because you are a member of Ubuntu
Bugs, which is subsc
The latest stable version of SDL supports PulseAudio directly, too, fwiw, so
you don't have to go through the ESD wrapper.
--ryan.
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Sound crackles & snaps when SDL volume not set at 100%
https://bugs.launchpad.net/bugs/66483
You received this bug notification because you are a member of Ubun
Apparently this is happening with Neverball for Windows, too:
http://www.nevercorner.net/forum/viewtopic.php?pid=10806#p10806
I think we have to rule out ALSA as the culprit, even if certain ALSA
configurations can mitigate the issue.
I'm guessing this almost has to be an SDL_mixer bug, now.
Argh, my comment got eaten.
Anyhow, the gist is that it's possible that SDL_mixer's volume routine
is buggy and happens to be working when adjusting the audio for OSS's
device format, but not the data format ALSA is expecting.
Can those having problems please compile the above attachment and run
(Sorry, that was a late night typo, I did mean Mix_
** Attachment added: "test program to check audio device formats."
http://launchpadlibrarian.net/8740984/C%3A%5CDocuments%20and%20Settings%5CAdministrator%5CDesktop%5Ctest-sdl-audio.c
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Sound crackles & snaps when SDL volume not set at 10
Hi, I'm one of the SDL_mixer developers.
Just to be clear about tracking this down, can someone do this before
running the game:
export SDL_AUDIODRIVER=sdsdfsdf
./the_game_I_want_to_run
You should either get no audio or the game will fail or something. We're
just confirming that the SDL_AUDIODR
Public bug reported:
Doing an "apt-cache search libsdl" shows these packages:
libsdl1.2debian
libsdl1.2debian-all
libsdl1.2debian-alsa
libsdl1.2debian-esd
libsdl1.2debian-oss
libsdl1.2debian-arts
libsdl1.2debian-nas
...all of which are the same library, providing the same API to
a
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