From: Sam S. <sam...@gm...> - 2005-11-17 00:48:10
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Ok, I had to fight with it a bit to get it to build. The main issues are conflicts between Tiki and KOS, for example dc/matrix.h breaks plxcompat.cpp. On the original tree, I #if'ed the sections of plxcompat.cpp that conflict out, and I think that's why the bubbles demo didn't show anything (the wrong matrices are being updated). This time, I modified kos.h so it doesn't include dc/matrix.h and left plxcompat.cpp intact, and the bubbles demo works! Well, it runs pretty poorly, but at least it displays something :) I also had to pull over thread.cpp from your original tree, since you forgot to add those changes to the new tree. The changes I've made so far are to replace tikimath.h / math.cpp with dc/fmath.h, which makes the bubbles demo run much faster (though still not as fast as the original parallax version). I also merged in my changes to texture.cpp, and added a glKosFinishList() to Frame::transEnable(), which should really go into tiki_scene_begin_trans_hook() but it doesn't appear that's being called (yet). I also had to #if out some parts of Frame::begin() that use constants that aren't part of KGL. I'm now at the point where TikiBlap compiles and runs, however I'm still hitting a few quirks. I still can't get textures to display with KGLX, all my polygons are just white. However, if I use KGL textures work fine, but my genmenu objects (located at z=0) wont show up unless I flip the depth buffer, which causes the stacking order to be inconsistent between the two platforms (if I put something at z=0.1, is it on top of or below z=0.0?). I'll try to compare KGL and KGLX and see if I can either fix KGLX's textures or KGL's coordinate system. Finally, I'm still getting crashes when loading wav files -- "snd_mem_free: attempt to free non-existant block at 00000000". I'll try to track that down too. -Sam On Nov 16, 2005, at 4:19 PM, atani wrote: > > My testing of the DC port with the new SVN version has been very > limited. Thats why I call it an "initial port". There are a > number of areas that will need adjustments. > > Mike > > > Sam Steele wrote: >> I will update after work and test it out. Have you tried it on >> the DC yet? I was running into some crashes with loading wav >> files on the Dreamcast, but I haven't had a chance to track them >> down yet. Hopefully the updated Tiki will fix it. >> >> -Sam >> >> >> On 11/16/05, atani <at...@at...> wrote: >> I have pushed out the current SDL and DC ports to the SVN repos this >> morning. >> >> Mike > |