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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [directfb-users] Re: problems compiling DirectFBGL
On Thu, Jul 15, 2004 at 11:43:28AM +0100, Torgeir Veimo wrote: > On Thu, 2004-07-15 at 13:39 +0300, Ville Syrjälä wrote: > > On Sat, Jun 26, 2004 at 01:17:54AM +0300, Ville Syrjälä wrote: > > > I have some mga driver stuff pending (I ripped some fixed dmatmp stuff > > > from Mesa cvs) so I think I should update the tarball. > > > > Ok I just uploaded my latest stuff. I'm pretty sure the code was working > > correctly before but now I'm getting segfaults in mallopt() in libc when I > > quit the DirectFBGL examples. On the other hand Mesa demos via freeglut > > don't segfault. Quake3 hangs when I quit it or try to change the "system" > > options. > > So you actually run quake3 successfully under directfb with hardware > acceleration? Yes. Dok came up with the hack originally. It creates a new surface for the OpenGL app which is quite ok for fullscreen DGA apps but it's really bad for non-DGA apps since input is handled by the original X window and the graphics are drawn in the other surface. ThinkTanks is one such app. Nevertheless I've played it and other games. I'm pretty sure I got ut2k3 to work also but that was through SDL. -- Ville Syrjälä syrjala@sci.fi http://www.sci.fi/~syrjala/
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