From: Samuel H. <cri...@ge...> - 2001-12-03 21:27:58
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On Thursday 29 November 2001 05:17, Calvin Arndt wrote: > When run on the framebuffer console (ie. no X) tuxmath flashes the > comets, cities and tux at his desk. It appears to happen at framerate > one frame the parts are visible and the next they're invisible. > > This only applies to the console game, works fine under X. I have noticed some issues with writing SDL apps under the fbcon like these, but I am yet to completely figure out what is causing them. They happen pretty much uniformly whether we use SDL_FLip(..) or SDL_UpdateRects(..) > Also I've noted that if the data is missing or placed incorrectly > instead of the error being handled graciously as it is in X, when on > the console the error causes a complete lock up. Well, then don't do that ;-) Actually, this could potentially be a problem we'll want to look into. > I've verified this on several different setup (video cards, cpu's > distro's and gcc's 2.7 up to 2.9.3) > > On very fast machines 300mhz or faster running with kernel 2.4.8 (and > newer) and X 4.1 (low latency stuff) the number of comets and the speed > with which they desend drops to less than 10 seconds for the fall and > I've seen as many as 8 - 12 comets on the screen at once! > > Also under those conditions the numbers seem to get rediculously large > for the math operations (137 * 11!!!) I can't even get that one!!! Right, these are all settings we originally wanted to handle in the options screen. Bill (or anyone), any work being done on the options screen? I think we've gotten quite a few ideas and we should probably just proceed on it. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.tux4kids.org/ > |