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Offline (Unknown gender) kkg

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Reply #75 Posted on: January 29, 2011, 03:28:45 PM
Quote from: Brett on January 28, 2011, 06:59:15 AM
Also, to add my own functions to Enigma, do I go into the ENIGMAEngine Codeblocks project and simply add functions, or do I have to add them to a list, map or array some place?

Enigma > Settings > Definitions.

Add all of your functions here for now :)
Offline (Unknown gender) Josh @ Dreamland

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Reply #76 Posted on: January 29, 2011, 09:09:07 PM
You can also put them in the Code::Blocks project or wherever else; there are a number of ways to add functions.
Offline (Unknown gender) Brett

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Reply #77 Posted on: January 30, 2011, 01:37:40 AM
Okay thanks. I managed to create a test function that works, and compiles on ENIGMA. I'm going to [attempt] to replicate the d3d functions in OGL. I've done it before in DX, so it shouldn't be that much different.

Another quick question. Searching through the source file, it seems MANY functions are commented out. Is this because they are incompatible at the moment?


Here's how to write Good Code. Enigma seems to follow this (it has been re-written 4 times right?)
http://xkcd.com/844/
Offline (Unknown gender) Josh @ Dreamland

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Reply #78 Posted on: January 30, 2011, 03:38:54 AM
They may have been moved, or they may have, as you and XKCD pointed out, been redone to meet a new requirement. Which ones are you looking at? We've been making a point of removing or re-implementing them lately.
Offline (Unknown gender) Brett

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Reply #79 Posted on: January 30, 2011, 04:02:49 AM
The surface functions mainly.

I have also noticed that the OpenGL and OpenlGLES folders (subfolders) seem to have the exact same source code and header files, except with different names. Is there any particular reason for this?
Offline (Unknown gender) Josh @ Dreamland

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Reply #80 Posted on: January 30, 2011, 04:16:29 AM
Surfaces were removed after R3 because no one's shitty Intel card supported them.

As for the GLES folder, ask TGMG. He thought it would become necessary; we haven't seen it be so yet.
Offline (Unknown gender) TheExDeus

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Reply #81 Posted on: January 30, 2011, 10:54:26 AM
QuoteSurfaces were removed after R3 because no one's shitty Intel card supported them.
And I don't care about intel cards. Also, I don't think there is another way in OpenGL, so either use FBO which intel cards won't be able to support or don't have surfaces in ENIGMA whatsoever (and that would suck). The game would still run on intel cards when the surface code is only included but not used right? Then I think that's the best bet, as GM's surfaces (or large backgrounds for that reason) didn't work on my Voodoo3 16mb either. So I see no reason why shitty card owners should have any saying in this. We will support directx at some point and that has some way to run surfaces on intel too (thou not on all hardware as I already stated about my voodoo).

QuoteAs for the GLES folder, ask TGMG. He thought it would become necessary; we haven't seen it be so yet.
GLES is OpenGL for Embedded Systems and as it doesn't support many things GL supports and so it should be in separate files. That is if you want to run ENIGMA games on phones.
Offline (Unknown gender) MrGriggs

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Reply #82 Posted on: January 30, 2011, 11:35:43 AM
Yeah, fuck the intel cards most people do have dedicated GPUs now, surfaces are an important feature! I would go as far as to say that surfaces are almost as important as switches!
Offline (Unknown gender) TGMG

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Reply #83 Posted on: January 30, 2011, 12:27:24 PM
QuoteAs for the GLES folder, ask TGMG. He thought it would become necessary; we haven't seen it be so yet.
Well without that folder enigma iphone/android games wouldn't work so it is very necessary for phone development. It contains the same files as it as alot of opengl code is the same, but many features have to be rewritten for opengles (no glbegin/glend for example).
Offline (Unknown gender) RetroX

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Reply #84 Posted on: January 30, 2011, 03:53:13 PM
I think that it's a bad idea to copy so much code for something that's a simple rewrite.  I think that maybe, we should have some kind of dependency system - for example, GLES requires GL.  Both GL and GLES are built, but GL has a few headers that are only built if you choose GL explicitly.  This will cut down on code size.
Offline (Unknown gender) Josh @ Dreamland

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Reply #85 Posted on: January 30, 2011, 04:42:01 PM
I understand that much; all I'm saying is that those files have been in there for a while and they're still identical. But I haven't said anything about it personally because TGMG told me early on that they'd be changed at some point.
Offline (Unknown gender) Rusky

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Reply #86 Posted on: January 31, 2011, 05:03:33 PM
Some of them are different (e.g. sprite drawing can't use glBegin/End). However, OpenGL ES is a strict subset of OpenGL, and it might not be a bad idea to just migrate everything over to use it. Less code to deal with, no dependencies, no duplication and the techniques required by GLES are often as or more efficient than what you might jump to with full OpenGL.
Offline (Unknown gender) MrGriggs

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Reply #87 Posted on: January 31, 2011, 07:15:08 PM
getting this as of 637


Building for mode (0)
Cleaning up from previous executions
Grabbing locals
Location in memory of structure: 0547D470
File version: 600

Error: Incorrect version. File is too old for this compiler.COPYING SOME F*CKING RESOURCES:
Copying sprite names

  • Copying sound names

  • Copying background names

  • Copying path names [kidding, these are totally not implemented :P]

  • Copying script names

  • Copying font names [kidding, these are totally not implemented :P]

  • Copying timeline names [kidding, these are totally not implemented :P]

  • Copying object names

  • Copying room names

  • SYNTAX CHECKING AND PRIMARY PARSING:
    0 Scripts:
    "Linking" scripts
    `Linking' 0 scripts in 0 passes...
    Completing script "Link"
    Done.
    0 Objects:
    "Linking" scripts into the objects...
    "Link" complete.
    Writing modes and settings
    Writing object switch
    Writing resource names and maxima
    Writing events
    Checking for default code in ev[8, 0.
    Checking for default code in ev[3, 0.
    Linking globals
    Running Secondary Parse Passes
    Writing object data
    Writing local accessors
    Running make from `\MinGW\bin\mingw32-make.exe'
    Full command line: \MinGW\bin\mingw32-make.exe Game GMODE=Run GFLAGS="-s -O3" CFLAGS="-static-libgcc" CPPFLAGS="-static-libstdc++ -static-libgcc" GLINKS="-static-libstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/Win32/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32 -lglu32" GRAPHICS=OpenGL WIDGETS=None PLATFORM=Win32 OUTPUTNAME="C:/Users/Amy/AppData/Local/Temp/egm95572224840606354.exe" eTCpath="\MinGW\bin\;\MinGW\msys\1.0\bin\;"
    echo Okay.
    Okay.
    cd ENIGMAsystem/SHELL/ && C:/MinGW/bin/mingw32-make GMODE=Run GLINKS="-static-libstdc++ -static-libgcc '../additional/zlib/libzlib.a' '../additional/al/lib/Win32/OpenAL32.lib' 'Platforms/Win32/ffi/libFFI.a' -lcomdlg32 -lgdi32 -lopengl32 -lglu32" GFLAGS="-s -O3" GRAPHICS=OpenGL PLATFORM=Win32 OUTPUTNAME="C:/Users/Amy/AppData/Local/Temp/egm95572224840606354.exe"
    mingw32-make[1]: Entering directory `c:/TOFU2/ENIGMAsystem/SHELL'
    cd Graphics_Systems/OpenGL/   && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-s -O3" ECFLAGS="" ECPPFLAGS=""
    mingw32-make[2]: Entering directory `c:/TOFU2/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL'
    mingw32-make[2]: Nothing to be done for `Run'.
    mingw32-make[2]: Leaving directory `c:/TOFU2/ENIGMAsystem/SHELL/Graphics_Systems/OpenGL'
    cd Platforms/Win32/          && c:/MinGW/bin/mingw32-make Run MODE=Run GFLAGS="-s -O3" ECFLAGS="" ECPPFLAGS=""
    mingw32-make[2]: Entering directory `c:/TOFU2/ENIGMAsystem/SHELL/Platforms/Win32'
    g++ -c WINDOWSwindow.cpp      -o .eobjs_Run/WINDOWSwindow.o -s -O3
    ----Make returned error 2----------------------------------
    WINDOWSwindow.cpp:33:1: error: expected unqualified-id before 'extern'
    WINDOWSwindow.cpp: In function 'void window_default()':
    WINDOWSwindow.cpp:194:11: error: 'view_visible' was not declared in this scope
    WINDOWSwindow.cpp:195:13: error: 'view_xview' was not declared in this scope
    WINDOWSwindow.cpp:195:27: error: 'view_wview' was not declared in this scope
    WINDOWSwindow.cpp:196:13: error: 'view_yview' was not declared in this scope
    WINDOWSwindow.cpp:196:27: error: 'view_hview' was not declared in this scope
    mingw32-make[2]: *** [.eobjs_Run/WINDOWSwindow.o] Error 1
    mingw32-make[2]: Leaving directory `c:/TOFU2/ENIGMAsystem/SHELL/Platforms/Win32'
    mingw32-make[1]: *** [build] Error 2
    mingw32-make[1]: Leaving directory `c:/TOFU2/ENIGMAsystem/SHELL'
    mingw32-make: *** [Game] Error 2






    from the svn after trying to run
Offline (Unknown gender) Josh @ Dreamland

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Reply #88 Posted on: February 01, 2011, 05:24:52 AM
Fixed, Griggs.
Offline (Unknown gender) MrGriggs

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Reply #89 Posted on: February 01, 2011, 03:30:51 PM
What's next on your project listings?

Anything my limited C++ knowledge can help with?
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