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Old 29 December 2013, 20:44   #2
Cowcat
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Join Date: Apr 2013
Location: Mallorca
Posts: 675
UPDATE:

Found the weird thing: In MGLInitContext from context.c , context->w3dContext->TPFlags[0] = W3D_TEXCOORD_NORMALIZED, is what crashed the system. Someway to fix this is giving a "0" value and then on vertexarray.c & vertexelements.c proceed like this:

Code:
vertexarray.c    

at  GLDrawArrays

if(context->Texture2D_State[0] == GL_TRUE)
   {
      Set_W3D_Texture(context->w3dContext, 0, context->w3dTexBuffer[context->CurrentBinding]);
   }
   else
   {
      Set_W3D_Texture(context->w3dContext, 0, NULL);
   }

fix: 

if(context->Texture2D_State[0] == GL_TRUE)
   {
      Set_W3D_Texture(context->w3dContext, 0, context->w3dTexBuffer[context->CurrentBinding]);
      context->w3dContext->TPFlags[0] = W3D_TEXCOORD_NORMALIZED;
   }
   else
   {
      Set_W3D_Texture(context->w3dContext, 0, NULL);
      context->w3dContext->TPFlags[0] = 0;
   
   }

same goes for vertexelements.c.
Now all demos like varray.c, etc, work.

But For BlitzQuake it didn't work


Anyway: I fixed BlitzQuakeWOS (I was wrong, it wasn't minigl). Recompiled a new version with added code from other quake amiga sources. For those who never could run the original I will post the "updated" version if it is requested.

Happy New Year
Cowcat is offline  
 
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