Archive for April, 2008

April 20th, 2008 by nkeynes
Fun with OS X 10.5 + GLX
Posted in Development

The good news is that I now have regular access to a mac again, and it’s actually fairly up-to-date (ie it’s running 10.5). So as a result, I have to say I’m stunned that other people have managed to get as far as they did – as far as I can see, Apple seems to have broken GLX pretty thoroughly[0] :( .

So I’ve done 3 things:

  • Fixed the crashes at least, with glx, and generally fixed up the configure script for 10.5. I’ve probably broken it for 10.4 though. Which raises the question – is anyone actually trying to use lxdream on 10.4?
  • Added support for the native GTK port w/ NSGL. This actually works fairly nicely. Unfortunately the only binary I can find for GTK/Quartz is provided by macports, and the font support is broken at the moment (ie completely missing). If anyone actually manages to build it from source… do let me know :)
  • Started implementing a (fairly minimal) native cocoa UI. Well I was always going to do this eventually, I just hadn’t been planning to do it _now_. :)

In unrelated news, pulseaudio support is now in, along with spanish and italian translations (thanks to segnini75 and ghost22)
[0] So far I’ve noticed: It’s restricted to 16-bit depth buffers, has various other regressions from 10.4, creating a context with fbconfig crashes the app, glSecondaryColorPointerEXT fails if given a size = 4 (and lead to a crash), not to mention the libGL link cycle issue…

April 2nd, 2008 by nkeynes
Render branch merged back to trunk
Posted in Development

There’s some outstanding niggles with the transparency auto-sorting (which will be fixed when I beef up the sorting algorithm), but by and large I think I’ve fixed everything I broke with the render changes. So that’s merged back to trunk now where the rendering work will continue. The big win so far has been fixing perspective correction – by itself that’s fixed something like 95% of the visual problems I was seeing.

Time to do some more rendering features now I think ^_^

  • Fix perspective-correction (shader-only at the moment)
  • Change mip-map texture loading to work around bug in ATI drivers
  • Add mirrored texture support
  • Add configure checks for fbo + shader support (to avoid linking errors on really old GL libraries)