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


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