Hi! It looks like the release is really soon! :) But, there are still some minor problem.. When compiling without DEBUG -> we get stopped on #error 1 (game_loop.cpp - line 286) and when compiling with DEBUG compilation breaks because of some undefined symbol on debug::Dessine() and debug::Gestion(). Still a little bug in the pause.. when pressing 'p' to get out of the pause: game/time.cpp:85: Assertion manquée "!mode_pause". Abandon But well! we add this on gna's buglist, and we are ready for the release. :)
Also, you need to add map/tile.cpp in src/Makefile.am, read my other mail for this :) Lodesi Le mercredi 20 octobre 2004 à 09:24 +0200, Victor STINNER a écrit : > Hi, > > I fix some bugs in Wormux. > > 1) Dig a hole > > I re-used old code from Wormux 0.4. The ground is now splitted in small > cells (256x256 pixels) : that's really better for GPU. I optimized > lock()/unlock() functions. Finally I play with 50-60 fps with no more > troubles. > > I make a big cleanup of the code : CL_Canvas is not more used, and I use > a class instead of a lot of variables for each item. I also remove > refresh() function, because surface upload is managed very differently > in new code. > > 2) Pause > > I remove disconnecting signal when we want to ask a question in > game.cpp. Now, it works well on my computer (pause function). > > 3) And ? > > Something before 0.5 ? > > Yes : we should also cut the sky into small parts (re-use code from > ground) because 1600x1200 texture is too big for GPU. > > --- > > <for your information> > Be careful of surface & pixel buffer : in ClanLib 0.6, each surface were > stored it's own memory block. Now (with OpenGL), surfarces are stored in > the video card memory. The video card only accept size like 2, 4, 8, > ..., 2^n (but width and height can be different). > > ClanLib also "pack" two or more surfaces in the same texture (e.g. for > sprite). So, CL_Surface::get_width() is not equal to > CL_PixelBuffer:get_width() !!! (this was a bug in my old "clipping.cpp" > code (new "tile.cpp")). > > CL_Sprite::get_frame_surface() doesn't return the surface, but the GPU > texture. > </for your information> > > Bye, Haypo > > > _______________________________________________ > Wormux-dev mailing list > Wormux-dev@gna.org > https://mail.gna.org/listinfo/wormux-dev