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2010-12-16
, 09:19
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Posts: 1,397 |
Thanked: 2,126 times |
Joined on Nov 2009
@ Dublin, Ireland
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#882
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2010-12-16
, 14:02
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Posts: 233 |
Thanked: 220 times |
Joined on Jan 2010
@ Hungary
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#883
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How did you managed to run it? because I am facing the application crash after the first message.
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2010-12-16
, 14:37
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Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
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#884
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Then we should poll a voting for this! the subject is:
How many times do you see the message "ignoring colorbuffer size" in the corrupted/black graphics game (in a row)
a)3
b)4
Try it.As only one game actually uses it, it won't cause much damage to the others,but don't skip it.
The Following User Says Thank You to javispedro For This Useful Post: | ||
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2010-12-16
, 17:24
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Posts: 58 |
Thanked: 28 times |
Joined on Nov 2010
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#885
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But as it stands it resembles a text book example of a GL application more than anything.
So what. You don't even know if it's just setting 0,0,0,0 which wouldn't work on the N900 but would on a Pre.
There's a reason I didn't implement it: it will cost me time, and I'm yet to see a valid reasoning for it. It will not fix crashes.
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Code:int SDL_GL_SetAttribute(SDL_GLattr attr, int value) { gles_init(); 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"); /* It does not work on the N900 either way. */ /* TODO: But we need support for 24bpp surfaces. */ return 0; case SDL_GL_DOUBLEBUFFER: TRACE("Ignoring doublebuffer preference"); /* I wouldn't know how to handle it either way. */ return 0; case SDL_GL_DEPTH_SIZE: TRACE("Requested depth buffer size %d", value); SDL_GLES_SetAttribute(SDL_GLES_DEPTH_SIZE, value); return 0; default: WARN("Application asks for unknown GL attribute %u, value %d", attr, value); return 0; } }
The OpenGL attributes you can set generally involve the size of OpenGL’s frame, depth, stencil, and accumulation buffers. One attribute virtually every game needs is double buffering. When you use double buffering, drawing is done in an offscreen buffer and the image is moved from the offscreen buffer to the screen. Use the following call to use double buffering in OpenGL:
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
On Mac OS X you don’t need to set the size of the frame buffer’s red, green, blue, and alpha components. If you create a draw context with 32 bit color, Mac OS X uses 8 bits for each of the four components. On other operating systems, you may need to set the size of the frame buffer’s components. The following code sets 8 bits of red, green, blue, and alpha:
... (continued):In Maemo 5, The hildon-desktop process acts as a compositing window manager for all applications. All screen painting, including painting of X windows, is done through the Clutter canvas library and OpenGL ES v2.0 API. Compositing means that hildon-desktop tells the X server (through the X Composite extension) to draw all windows to an off-screen buffer, instead of drawing them directly to the framebuffer. This allows hildon-desktop to modify window contents before drawing them onto the screen.
In Fremantle, compositing is used to implement window transitions and blurring of the screen. hildon-desktop handles all mapped windows as Clutter actors, which are objects usually containing an OpenGL texture. As the window manager hildon-desktop will reparent application windows to decorate them with the application title bar and close button. Windows on the screen will normally be oriented in landscape, but the window manager will have a limited support for portrait mode, using the Xrandr extension.
Task launcher and Task switcher (aka. Dashboard, Task navigator) is implemented by the hildon-desktop process. Task launcher is a menu the user can access to start new applications or bring running applications on top. Task switcher is a view to switch between running applications, some of which might be ’background killed’, which means that they appear running to the user but really have saved their UI state and are started by hildon-desktop on demand. Task launcher and switcher UI transitions could be challenging to implement with traditional toolkits, but hildon-desktop can use Clutter and hildon-desktop’s internal data about application windows to give a good performance.
actor = HILDON_ANIMATION_ACTOR (hildon_animation_actor_new()); gtk_container_add (GTK_CONTAINER (actor), main); gtk_window_resize (GTK_WINDOW (actor), 320, 240); hildon_animation_actor_set_position (actor, 0, 56); hildon_animation_actor_set_parent (actor, window); hildon_animation_actor_set_scale (actor, 2.5, 1.77); gtk_widget_show_all (GTK_WIDGET (actor));
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2010-12-17
, 12:19
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Guest |
Posts: n/a |
Thanked: 0 times |
Joined on
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#886
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do the trick mentioned on Preenv FAQ but just write /home/opt/ (or /home/opt/preenv/) instead of /home/user/
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2010-12-17
, 12:23
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Posts: 327 |
Thanked: 383 times |
Joined on Aug 2010
@ alex , egypt
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#887
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2010-12-17
, 12:39
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Guest |
Posts: n/a |
Thanked: 0 times |
Joined on
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#888
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2010-12-17
, 12:46
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Posts: 292 |
Thanked: 348 times |
Joined on Aug 2010
@ Rio de Janeiro
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#889
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chown -R user:users /opt/preenv/usr/palm/applications/com.gameloft.app.asphalt5/Asphalt5
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2010-12-17
, 12:50
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Guest |
Posts: n/a |
Thanked: 0 times |
Joined on
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#890
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See if it works.Code:chown -R user:users /opt/preenv/usr/palm/applications/com.gameloft.app.asphalt5/Asphalt5
Last edited by aligoodidea; 2010-12-16 at 09:23.