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Posts: 58 | Thanked: 28 times | Joined on Nov 2010
#841
Originally Posted by javispedro View Post
It's a debug package; you should not install it unless I ask you or you want to use gdb (to create more meaningful stack traces). The missing dependencies are in the Nokia repos (like gdb)..
You will notice the errors on the this page happened because of this.(gdb or dbg)


Originally Posted by javispedro View Post
I mean that what you're telling makes no sense to me
Easy Now! It is a suggestion and not a criticize, you should not lose your temper.
Originally Posted by javispedro View Post
(possibly because I'm not a native speaker, who knows)
I have noticed, In user details, you have assigned that you are spanish, use the google translitration next time.
Originally Posted by javispedro View Post
if you want, you can send code instead.
Will do!
static void make_box(struct box *b, const struct point *p1, const struct point *p2)
{
b->x = mini(p1->x, p2->x);
b->y = mini(p1->y, p2->y);
b->w = absi(p1->x - p2->x);
b->h = absi(p1->y - p2->y);
}

static void p_scale(struct point *p)
{
const int ox = p->x, oy = p->y;
switch (s_rotate) {
case PDL_ORIENTATION_0:
p->x = ox * s_scale.x;
p->y = oy * s_scale.y;
break;
case PDL_ORIENTATION_270:
p->x = r_size.w - oy * s_scale.x;
p->y = ox * s_scale.y;
break;
default:
break;
}
}
here, are you sure this automatic orientation works correctly? maybe manual would be better
switch (attr) {
case SDL_GL_CONTEXT_MAJOR_VERSION:
TRACE("Requested GL major version %d", value);
switch (value) {
case 1:
desired_version = SDL_GLES_VERSION_1_1;
return 0;
case 2:
desired_version = SDL_GLES_VERSION_2_0;
return 0;
default:
SDL_SetError("Invalid GLES major version: %d", value);
return -1;
}
break;
case SDL_GL_CONTEXT_MINOR_VERSION:
TRACE("Requested GL minor version %d (ignored)", value);
return 0;
case SDL_GL_RED_SIZE:
case SDL_GL_GREEN_SIZE:
case SDL_GL_BLUE_SIZE:
case SDL_GL_ALPHA_SIZE:
TRACE("Ignoring color buffer size");
You can also try opengles 1.0,for the buffer:
You need to do a simple loop for each pixel, split the RGB components, shift them to the new bit depth ( get these from the DDPIXELFORMAT structure or whatever your API provides, just remember, they may be anything). Now recombine them and you have your 16bit pixel.
png_ptr, info_ptr,
# toWidth, toHeight,
# 8, PNG_COLOR_TYPE_RGB,
# PNG_INTERLACE_NONE,
# PNG_COMPRESSION_TYPE_DEFAULT,
# PNG_FILTER_TYPE_DEFAULT
# );
# png_write_info( png_ptr, info_ptr );
#
# // Prepare to handle the input data
# switch( fromFormat )
# {
# case BGR16 : {
# // Set up the bit shifts
# png_color_8 sig_bit;
# sig_bit.red = 5;
# sig_bit.green = 6;
# sig_bit.blue = 5;
# png_set_shift( png_ptr, &sig_bit );
# break;
# }
#
# case BGRA16 : {
# // Set up the bit shifts and strip the alpha
# png_color_8 sig_bit;
# sig_bit.red = 5;
# sig_bit.green = 5;
# sig_bit.blue = 5;
# sig_bit.alpha = 1;
# png_set_shift( png_ptr, &sig_bit );
# png_set_filler( png_ptr, 0, PNG_FILLER_AFTER );
# break;
# }
#
# case BGR24: break; // No conversion necessary
#
# case BGRA32: {
# // Strip the alpha
# png_set_filler( png_ptr, 0, PNG_FILLER_AFTER );
# break;
# }
# }
#
# // Swap B and R
# png_set_bgr( png_ptr );



Originally Posted by javispedro View Post
They're GStreamer codecs, MAFW uses GStreamer. What codec are we talking about (and what game?).
what game!? well , we are talking about external .Ogg and .m4v support that provided by the 3rd party applications (repos)attaching themselves to the MAFW, Please do a test and you will see this is true

Last edited by aligoodidea; 2010-12-13 at 09:05.