r/stallmanwasrightFireFish wrote:The end user needs to register and log in to to FMOD its website to download the API....
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r/stallmanwasrightFireFish wrote:The end user needs to register and log in to to FMOD its website to download the API....
No. What you put on there was a lengthy rant that was far too verbose to make a point. If you want to discuss a problem, present it in a comprehensible fashion. Your post was anything but.VoidMage wrote:Well, I've wrote a (mostly working - at least the way I intended it to work) hack for it and put it on GZDoom forum intended as an opening point for a discussion, but once I've gotten Graf to comment on it, he has simply closed it.
With me not being familiar with OpenGL in mind, this doesn't seem like it would help without making changes elsewhere. Specifically this seems to be more for using an SDL texture inside the GL renderer. Probably could be used if binding allows rendering to the bound texture, but I imagine this would have a performance penalty.VoidMage wrote:A more complex (but also more correct) way of fixing this would likely involve making use of SDL_GL_BindTexture and just using SDL_Renderer then, just like ZDoom does, but I don't quite understand how/where to insert that bit in the existing OpenGL renderer.
I fail to see how this statement correlates to anything said unless you stopped reading at my first sentence. The problem isn't caused by SDL, it's caused by an incomplete implementation of the OpenGL interface with one of the new SDL2 features. Doing things the old way would work but it's not considered desirable by users nor the library.Graf Zahl wrote:I think this makes an excellent case in point why the Windows version deliberately avoids third party libraries which may have their own idea of what an app may need and what not.
Well, I'm not all that strong in OpenGL either and I just might be wrong about SDL_GL_BindTexture, yet some changes in the renderer will be needed one way or another.Blzut3 wrote:With me not being familiar with OpenGL in mind, this doesn't seem like it would help without making changes elsewhere. Specifically this seems to be more for using an SDL texture inside the GL renderer. Probably could be used if binding allows rendering to the bound texture, but I imagine this would have a performance penalty.VoidMage wrote:A more complex (but also more correct) way of fixing this would likely involve making use of SDL_GL_BindTexture and just using SDL_Renderer then, just like ZDoom does, but I don't quite understand how/where to insert that bit in the existing OpenGL renderer.
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v_video.cpp:1346: bool V_DoModeSetup(int, int, int): Assertion `CleanWidth >= 320' failed.
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diff --git a/wadsrc/static/sbarinfo/hexen.txt b/wadsrc/static/sbarinfo/hexen.txt
index 6e57550..d09b610 100755