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| Compiling OpenLayer with MSVC 7.1 |
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Richard Phipps
Member #1,632
November 2001
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tobing
Member #5,213
November 2004
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Thanks. Any idea what goes wrong with the text? I have compiled Glyphkeeper 0.29.1 (from the OL 2.0 distro), such that it uses allegrogl (SVN) and freetype 2.2.1 (the current distro). |
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Richard Phipps
Member #1,632
November 2001
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I don't have Glyphkeeper, or the other libs required so I built OpenLayer without that support. |
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tobing
Member #5,213
November 2004
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How do you display text then? Do the sample programs work for you? |
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Richard Phipps
Member #1,632
November 2001
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I don't use the text functions. I haven't tried the sample programs or the demo with this build. |
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tobing
Member #5,213
November 2004
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How do you know that the library(ies) you use really are compiled correctly and do work as expected? That's why I like to try the demo programs first... I've copied all that stuff now to my laptop, which has an Intel graphics chip. To be precise, it's an 82852/82855 GM/GME. The samples which work are: gameloop, renderbitmap and shapedemo. Maybe some of this is related to the problems of AllegroGL with Intel chipsets? I haven't tried all the AGL emamples yet, but most of what I tried seems OK (dumbtest crashes because of a NULL pointer on both PCs). |
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Richard Phipps
Member #1,632
November 2001
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Quote: How do you know that the library(ies) you use really are compiled correctly and do work as expected? I'm looking at this from the perspective of does my game work ok with it, not does every command in OpenLayer work. I don't have the time to try every command (and some I wouldn't use anyway). Tobing: Do these problems occur on a PC without Intel Chipsets? |
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tobing
Member #5,213
November 2004
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Quote: Do these problems occur on a PC without Intel Chipsets? No. This morning I have set up a bunch of MSVC project files to get all that compiled, and all this was on my PC with RADEON X850 Pro AGP (Omega 3.8.252), everything fine. Of course I did it this way, because I knew that there might be problems with my Intel based laptop, so I did that second. |
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Richard Phipps
Member #1,632
November 2001
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So, this is with the latest SVN patch? I haven't seen any errors apart from crashing on setting up a screen with Intel chipsets. Once I patched that I haven't seen any more errors. Can you narrow down exactly what commands or parts of the example code it's doing wrong? |
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tobing
Member #5,213
November 2004
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Latest SVN, yes. I've updated yesterday evening. Maybe I can narrow down any of these, depends on if I have time to go into it. Real life is calling... |
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Richard Phipps
Member #1,632
November 2001
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I understand. I have found that non-power of 2 texture sizes cause problems on some chipsets. So, it might be that making some of the demo textures be a power of 2 fixes some problems.
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tobing
Member #5,213
November 2004
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I've tried the fonttest example from AllegroGL, but it doesn't work. Crashes within the first call of load_bitmap, when it tries to load a32.tga. Also single-stepped the textdemo example of OL, but couldn't see anything obvious. Difficult... Edit: Tried to compile AllegroGL with various other targets. GLYPH_TARGET_ALLEGGL works, GLYPH_TARGET_OPENGL does not compile (missing stuff from windows.h and allegro.h). GLYPH_TARGET_ALLEGRO does compile, but does not link with OL. Seems that OL requires GK compiled with GLYPH_TARGET_ALLEGGL, right? I think I'll give up for today. Debugging this requires much deeper understanding of the inner workings of the text rendering part of OL... |
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Richard Phipps
Member #1,632
November 2001
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That all sounds pretty strange. I imagine the demos work for the devs of AllegroGL and OpenLayer, so I wonder what's different here? |
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tobing
Member #5,213
November 2004
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I have the demos running fine now. The point was to not use GlyphKeeper from OL, so I guess there are some problems buried there. One thing remains to be debugged: The gamedemo and the linestripdemo do not work on my laptop (with the 82855 etc. Intel graphics chip), but do work on my Radeon X850 Pro. I'll check tomorrow on the Intel 910 graphics chip at work. Most probably it's some OpenGL feature which is not fully supported by the graphic chip... |
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Neil Walker
Member #210
April 2000
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Quote: What does ballYSpeed += ((float(mouseYMovement) <? 2.5) <? 0 ); mean?
Quote: The gamedemo and the linestripdemo do not work on my laptop
Neil bangs his head on the keyboard at this point For the first point, I mentioned this earlier being the code in the demo that uses GCC specific code. Just ignore it, flad said he was going to remove it. For the second, that's what I was saying all along, the demos don't work with MSVC, in particular the linstrip. Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
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tobing
Member #5,213
November 2004
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Quote: the demos don't work with MSVC They DO work now, at least on my PC. All of them. It was worth trying, wasn't it? Edit: The demos work on this PC (at work: Intel(R) 82915G/GV/910GL Express Chipset graphics). The gamedemo however only gets about 10 fps, both Debug and Release builds, and is really choppy, making it unplayable. Seems that the implementation if OpenGL on Intel graphics chips is ...not good... |
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Richard Phipps
Member #1,632
November 2001
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Yep, in our tests some Intel Chipsets are pretty slow. |
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ixilom
Member #7,167
April 2006
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Hello! I've been trying to follow this thread but I'm not getting a clear picture of the progress you guys have done. I'd love to use OL in MSVC since CodeBlocks IDE is giving me the creeps o_0 ___________________________________________ |
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tobing
Member #5,213
November 2004
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As soon as the latest changes are submitted to SVN, the code should compile and run with MSVC 7.1. There are no project files however in SVN... |
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Neil Walker
Member #210
April 2000
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I'm not saying there's no harm it trying, i'd love to seen OL working for MSVC All I said was under MSVC, during the history of OL various examples have crashed my computers (different ones). The latest SVN crashes during linestrip demo and tracing the code ended up with the vector (I think) being null, despite being previously populated), or something like that. As for no project files, just add your own like there are the .dev files for devc++ Neil. wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie |
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Milan Mimica
Member #3,877
September 2003
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tobing said: I've tried the fonttest example from AllegroGL, but it doesn't work. Crashes within the first call of load_bitmap, when it tries to load a32.tga. That's most likely because a32.tga is broken. SVN update breaks it when downloading but I can't see why.
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tobing
Member #5,213
November 2004
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Quote: because a32.tga is broken That explains why I can only see the letter 'A' in that file. Maybe I should think about putting my project files up somewhere. The point is: I have not only project files for all libraries which are part of the build (of an openlayer demo in this case), but also a different naming convention for the output files, location of output files and location of intermediate files. That way I can have different versions of allegro, zlib, lpng, whatever next to each other and pick what I intend to use easily. Now, a MSVC solution file assembles the projects contained in it, using the dependencies you define, which are stored in the solution file. So you can't easily use the solution if not all projects are present. Once in this state, it's very easy to single step into any function in any of the libraries which are part of your program, be it a static library or a dll. That's the feature I use mostly to get understanding of foreign code: try to use it, then step into to see how things happen. Also I like to step through sample programs. And that doesn't work well, if you link the libraries using extra libraries property instead of adding the project... |
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Milan Mimica
Member #3,877
September 2003
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A hint for hunting a possbile bug in AGL that affects NPOT textures: This will make AGL unaware of NPOT extension even if it is available and use texture rectangle instead (if available, fail otherwise). If you update you AGL copy with the latest patch (committed a minute ago), you can enable extensive logging with LOGLEVEL env variable on MSVC build. Building AGL as "make DEBUGMODE=1 LOGLEVEL=3" should do. There should be a list of available extensions in logfile. Can you attach it please?
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tobing
Member #5,213
November 2004
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I'll try it when I'm back home. Don't have SVN access from work... |
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Milan Mimica
Member #3,877
September 2003
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Any AGL example.
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