SDL port is on its way :)
- zuzuf
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SDL port is on its way :)
I managed to make the GUI work , still no text but GUI works, and the game loads up to the map : iit crashes because of some obscur stretch_blit which does above some SDL_Surface boundary, which of course isn't great because image data isn't mapped properly.
NB: I get these results on Linux, I didn't even tried to build a win32 binary (it probably won't work since it requires some win32 specific code).
PS: internal color format is now ABGR for everything with Red Green Blue channels
NB: I get these results on Linux, I didn't even tried to build a win32 binary (it probably won't work since it requires some win32 specific code).
PS: internal color format is now ABGR for everything with Red Green Blue channels
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I managed to start a game, I fixed several bugs in texture color management. Currently map texture is loaded correctly, TA GAF files are loaded properly (except some GUI GAFs, don't know why). Texture transparency is buggy (some transparent textures are transparent, some aren't), still no fonts but at least it loads and play (with buggy controls, etc... because some functions are still no implemented correctly).
Since I can't commit from university, expect a big commit tonight
Since I can't commit from university, expect a big commit tonight
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- zuzuf
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Currently SDL is used only for mouse, keyboard, timers, loading images and basic image manipulation. Even if it can be used for audio, FMod is better for now (audio part is independent so it can wait a bit). If there are sound problems, they may be fixed by updating FMod (currently win32 release uses a not so up to date FMod).
Since SDL can also do networking and threads, it may be a good idea to rewrite some of our networking and thread code to use SDL API.
Once SDL is well integrated and things build an every platform, we can think replacing FMod with SDL_mixer (which supports less formats than FMOD but can still play MP3, OGG). And some of you may be glad to know SDL can play CDs too
What is great with SDL, is that it lets you control the whole thing, so we can fix much more things (but we'll also run into much more troubles because there are several things to rewrite).
Since SDL can also do networking and threads, it may be a good idea to rewrite some of our networking and thread code to use SDL API.
Once SDL is well integrated and things build an every platform, we can think replacing FMod with SDL_mixer (which supports less formats than FMOD but can still play MP3, OGG). And some of you may be glad to know SDL can play CDs too
What is great with SDL, is that it lets you control the whole thing, so we can fix much more things (but we'll also run into much more troubles because there are several things to rewrite).
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It's getting better and better
I can't commit from where I am, so you'll have to wait a bit before seeing the updates :p.
I improved mouse behavior (it's no more laggy). Even reducing the frame rate to 10fps the mouse isn't laggy at all ! Usually I got some lag in mouse movement when I used 3D desktop effects but this is no more the case with SDL .
I fixed several bugs, made several speed improvements, FBI are now converted to UTF8 in order to have descriptions/names rendered correctly.
So now I am sure that FTGL uses UTF8 when you give it a char*, it doesn't like ASCII, so no more need for the old uformat system which will be removed soon , everything will be in UTF 8
I can't commit from where I am, so you'll have to wait a bit before seeing the updates :p.
I improved mouse behavior (it's no more laggy). Even reducing the frame rate to 10fps the mouse isn't laggy at all ! Usually I got some lag in mouse movement when I used 3D desktop effects but this is no more the case with SDL .
I fixed several bugs, made several speed improvements, FBI are now converted to UTF8 in order to have descriptions/names rendered correctly.
So now I am sure that FTGL uses UTF8 when you give it a char*, it doesn't like ASCII, so no more need for the old uformat system which will be removed soon , everything will be in UTF 8
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- zuzuf
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currently, you just write the translation in the ta3d.res file, like this:
we'll separate languages soon. A graphical tool which could parse the files and find missing translations would be better but for now we don't have any
Code: Select all
[text to translate]
{
FRENCH=texte en français;
ENGLISH=text in english, required for example when you translate something like "ERROR_RESOURCE_NOT_FOUND";
RUSSIAN=your work here :);
ITALIAN=...;
...
}
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- zuzuf
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I've done some code cleaning today, and rewritten some text related stuffs to support UTF8 .
Now we have an UTF8 console as well as UTF8 text widgets in GUI
And 3DMEditor is working
But it still don't build on win32 (SDL and SDL_image dependences are ok but crosscompiling FTGL isn't obvious ...)
Now we have an UTF8 console as well as UTF8 text widgets in GUI
And 3DMEditor is working
But it still don't build on win32 (SDL and SDL_image dependences are ok but crosscompiling FTGL isn't obvious ...)
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- zuzuf
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You're right, the code needs some cleaning, but concerning TA3D_NameSpace.h it defines several variables that are required everywhere (the timer, all the game config, ...) so cleaning won't be easy ... (but I agree it's not a good idea since it already takes some time to build)
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- zuzuf
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SDL branch still uses OpenGL for rendering , we only replaced Allegro stuffs.
The main idea was to get as much control as possible on everything while still having platform independence at several critical points (window management, keyboard and mouse inputs, fonts, ...). That way we already fixed several bugs (mouse lag, ...) but since the new code hasn't been widely tested we don't really know what has been really fixed and what still has to be fixed (and which new bugs were introduced).
Currently, SDL port is a bit slower for loading (we had to rewrite some critical code that isn't well optimized yet) and should run a bit faster in game (because of the new Font engine being faster ... this is the only noticeable performance improvement here).
SDL will let us fix things we couldn't fix with Allegro, that's the good thing
The main idea was to get as much control as possible on everything while still having platform independence at several critical points (window management, keyboard and mouse inputs, fonts, ...). That way we already fixed several bugs (mouse lag, ...) but since the new code hasn't been widely tested we don't really know what has been really fixed and what still has to be fixed (and which new bugs were introduced).
Currently, SDL port is a bit slower for loading (we had to rewrite some critical code that isn't well optimized yet) and should run a bit faster in game (because of the new Font engine being faster ... this is the only noticeable performance improvement here).
SDL will let us fix things we couldn't fix with Allegro, that's the good thing
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- zuzuf
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I uploaded it when I built it, several days ago, but it has been waiting there because OS X package isn't ready and we'll announce 0.5.3 when all packages will be ready (but if you use Linux repositories ... you can install/update now since it has already been uploaded to repositories)
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