This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.
It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
It doesn't seem to have any useful effect in QF (even before the plugin
project) other than setting the number of frames to update. I'm not sure if
it's a useless variable or one where the user is supposed to match it to
the system configuration. Anyway, with this, the glsl plugin now works.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.
glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
If the client receives a skin updated message from the server before having
loaded the player model (shouldn't happen, but some servers have very
strange programmers), no skin data is avaible for updating, so just bail
out.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
QF will now load a single image with (${skyname}_map.*) using blender's
layout. That is, 3x2 with the top row being back, right, front and the
bottom row being bottom, top, left.
Thanks to spirit for pointing that QF wasn't compiling with zlib 1.2.6
(archlinux, not yet in debian).
I was using gzFile as "gzFile *gzfile", but gzFile is already a pointer. In
older versions of zlib (including the 1.2.3 that's in debian), gzFile is
declared as a void *, and it seems that gcc is happy with assigning void **
to void *. However, in recent zlib, gzFile is now struct gzFile_s *, which
gcc is most definitely unhappy about assigning to struct gzFile **.
I just hope that either I had misread the type back when I wrote quakeio,
or that nobody is using such an ancient zlib.
This makes gib depend on gamecode, but removes the dependency on gib from
ruamoko. Unfortunately, carne now needs to be linked against gamecode even
though it never uses it.
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.
o All instances of LIBADD/LDADD have a corresponding DEPENDENCIES
specificatiion.
o libraries now use a lib_ldflags macro to keep things consistent
o duplication of source/lib names has been minimized (particularly in
the libraries; more work needs to be done for the executables)
o automake spec blocks have been organized (again, more work needs to be
done for the executables)
The api hides all the gory details of message buffer setup and usage
(particularly the differences between writing and reading). Most
importantly, the api provides a safe way to read and write binary data
(always little endian).
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).