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My space shooter (WIP) - now with Mac OS X support

Started by February 18, 2009 04:54 PM
56 comments, last by Sander 15 years, 7 months ago
Possibly fixed font rendering on ATI... can someone with ATI card make a screenshot?
edit: whoops, sorry, broken release. edit: fixed

[Edited by - Dmytry on February 21, 2009 5:29:36 AM]
Quote: Original post by Dmytry
I'd love to make OS X version (there is good market for commercial software on mac) , but it is kind of problematic to set up cross development. link
I have very neat environment at the moment. Building all 3 targets and release archives right from IDE (CodeBlocks).
I will try to some day set up builds over SSH on my mac mini, but it is likely to be a multi-day effort.

Oh, I agree. Apple has some very bizarre attitudes towards resources it provides for free. You can't access much of the Apple Developer Connection API documentation - particularly for iPhone - without logging in first, even though registration is free! Compared to MSDN, this is madness.

Quote: BTW, I used to develop for mac 'professionally' for some job, and got very intense dislike for apple's user interface, the worst thing being unusual mouse curve hard coded (oh horror) it seems right into the driver [history: OSX never had UI for adjusting mouse parameters, but befori 10.4 there was API and you could set parameters with small C program. But, it seems, no more.]. I still did not find any solution that works. The annoyance seem to multiply tenfold when you have two computers on one desk, with 3 operating systems, and hop between them all the time. The sheer contrast. (Neither Linux nor Windows nor OSX come with my preferred (linear)mouse curve; but former 2 can be configured, and latter cannot and deviates from my preference a lot.

...

You too wrote about that on your journal, IIRC... maybe you got any solution?

Yes, I find this extremely aggravating, too. In fact, I've found myself subconsciously avoiding mouse-based design work on the Mac (at a time when I'm supposed to be redesigning GDNet's UI for V5!) because it feels like moving your hand through sludge. Ugh. The only saving grace is that I have a tablet, so if I can use that instead then I use it as a workaround.

Some have reported success using Microsoft mouse drivers, among others, but I haven't found a comprehensive solution yet. Very annoying.

Quote: Same for font rendering. I have two systems with my HID preferences and third with steve job's preferences)

The transition between the approaches - I use a Windows desktop at work, though I haven't tweaked its font rendering to my preferences yet, then come home to OS X - is quite visually jarring.
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In other news: I made some animated background with shaders... not well tweaked yet tho.

Quote: Original post by Oluseyi
Oh, I agree. Apple has some very bizarre attitudes towards resources it provides for free. You can't access much of the Apple Developer Connection API documentation - particularly for iPhone - without logging in first, even though registration is free! Compared to MSDN, this is madness.

That sucks... API docs not available without registration = search engines do not work.

It took me 3 tries to download osx SDK, because I couldn't use wget easily with it (either with firefox plugin or command line) and my connection was not very stable that day.
IPhone SDK forbids making browsers, SDKs, music players afaik, and so on, by the way.
Quote:
Yes, I find this extremely aggravating, too. In fact, I've found myself subconsciously avoiding mouse-based design work on the Mac (at a time when I'm supposed to be redesigning GDNet's UI for V5!) because it feels like moving your hand through sludge. Ugh. The only saving grace is that I have a tablet, so if I can use that instead then I use it as a workaround.

Some have reported success using Microsoft mouse drivers, among others, but I haven't found a comprehensive solution yet. Very annoying.

Human interface devices should be designed by qualified physiologists and other medical people imo...
I thought nonlinear curve could be good for people with less accurate hand, like my 101 years old granddad(seriously). Quite the opposite. He is always like wtf where the cursor did fly (on mac) (and linux is ok). I figure its because while he can move mouse where he want, he cannot move it smoothly (a bit of tremor when moving).
Quote:
The transition between the approaches - I use a Windows desktop at work, though I haven't tweaked its font rendering to my preferences yet, then come home to OS X - is quite visually jarring.

Weirder yet... Apple holds patent on using font hinting data from ttf files. They did make some successful threats, and now most Linux distributions come with handicapped build of freetype. Way to go for progress...

[Edited by - Dmytry on February 22, 2009 11:11:05 AM]
Runs nice and fast, but there are large rectangles around everything (ATi Radeon X1300 Pro):



Built for 32bit architecture.Vertices: 42Faces: 80Edges: 120Vertices: 162Faces: 320Edges: 480Vertices: 642Faces: 1280Edges: 1920Vertices: 2562Faces: 5120Edges: 7680Globe vertices: 2562calling init Vendor: ATI Technologies Inc.Renderer: Radeon X1300/X1550 Series  Version: 2.1.8304 ReleaseExtensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_controlglClampColorARB not availableStyleManager::StyleManagerIFSStepper::RandomizeParams()glGenBuffers: successevaluateAttractor size: 38.1615bulding treedoneglBindBuffer: successglBufferData: successAcidEffect::AcidEffectTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successGLMTexture::LoadFromFile(test_button_texture.png)Loading truetype font DejaVuSans.ttfcreating textureresizing to 128x16resizing to 128x32resizing to 128x64GLMTexture::LoadFromFile(test_button_texture_down.png)TestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successShader 'backgroundlsd_v.glsl' compiled successfullyVertex shader was successfully compiled to run on hardware.Shader 'backgroundlsd_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Program linked successfully.Shader 'test_v.glsl' compiled successfullyVertex shader was successfully compiled to run on hardware.Shader 'test_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Program linked successfully.GLMTexture::LoadFromFile(fast_bullets_pod.png)GLMTexture::LoadFromFile(aimbot_pod.png)Shader 'plankpoint_v.glsl' compile failed, log:Vertex shader failed to compile with the following errors:ERROR: 0:15: ';' : syntax error parse errorERROR:  compilation errors.  No code generated.Shader 'plankpoint_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Link failed, log:Vertex shader(s) were not successfully compiled before glLinkProgram() was called.  Link failed.  (0):set uniform: error invalid operationGLMTexture::LoadFromFile(fast_bullets_icon.png)GLMTexture::LoadFromFile(aimbot_icon.png)creating textureLoading truetype font DejaVuSans.ttfcreating textureresizing to 128x16resizing to 128x32resizing to 128x64resizing to 128x128resizing to 128x256Loading truetype font DejaVuSans.ttfcreating textureresizing to 128x32resizing to 128x64resizing to 128x128resizing to 128x256resizing to 128x512Shader 'blur1_v.glsl' compiled successfullyVertex shader was successfully compiled to run on hardware.Shader 'blur1_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Program linked successfully.TestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successTestTextureFrameBuffer::TestTextureFrameBufferglGenTextures: successglBindTexture: successglTexImage2D: successglTexParameteri: successcreating half-float texture: successglGenFramebuffersEXT: successglBindFramebufferEXT: successglFramebufferTexture2DEXT: successglCheckFramebufferStatusEXT: successcreating framebuffer: successShader 'fragsqrt_v.glsl' compiled successfullyVertex shader was successfully compiled to run on hardware.Shader 'fragsqrt_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Program linked successfully.Loading truetype font DejaVuSans.ttfcreating textureresizing to 128x16resizing to 128x32resizing to 128x64resizing to 128x128(1):set uniform: error invalid operation(2):set uniform: error invalid operation(3):set uniform: error invalid operation(4):set uniform: error invalid operation(5):set uniform: error invalid operation(6):set uniform: error invalid operation(7):set uniform: error invalid operation(8):set uniform: error invalid operation(9):set uniform: error invalid operation(10):set uniform: error invalid operation(11):set uniform: error invalid operation(12):set uniform: error invalid operation(13):set uniform: error invalid operation(14):set uniform: error invalid operation(15):set uniform: error invalid operation(16):set uniform: error invalid operation(17):set uniform: error invalid operation(18):set uniform: error invalid operation(19):set uniform: error invalid operation(20):set uniform: error invalid operation(21):set uniform: error invalid operation(22):set uniform: error invalid operation(23):set uniform: error invalid operation(24):set uniform: error invalid operation(25):set uniform: error invalid operation(26):set uniform: error invalid operation(27):set uniform: error invalid operation(28):set uniform: error invalid operation(29):set uniform: error invalid operation(30):set uniform: error invalid operation(31):set uniform: error invalid operation(32):set uniform: error invalid operation(33):set uniform: error invalid operation(34):set uniform: error invalid operation(35):set uniform: error invalid operation(36):set uniform: error invalid operation(37):set uniform: error invalid operation(38):set uniform: error invalid operation(39):set uniform: error invalid operation(40):set uniform: error invalid operation(41):set uniform: error invalid operationShader 'lsd_v.glsl' compiled successfullyVertex shader was successfully compiled to run on hardware.Shader 'lsd_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Program linked successfully.(42):set uniform: error invalid operation(43):set uniform: error invalid operation(44):set uniform: error invalid operation(45):set uniform: error invalid operation(46):set uniform: error invalid operation(47):set uniform: error invalid operation(48):set uniform: error invalid operation(49):set uniform: error invalid operation(50):set uniform: error invalid operation(51):set uniform: error invalid operation(52):set uniform: error invalid operation(53):set uniform: error invalid operation(54):set uniform: error invalid operation(55):set uniform: error invalid operation(56):set uniform: error invalid operation(57):set uniform: error invalid operation(58):set uniform: error invalid operation(59):set uniform: error invalid operation(60):set uniform: error invalid operation(61):set uniform: error invalid operation(62):set uniform: error invalid operation(63):set uniform: error invalid operation(64):set uniform: error invalid operation(65):set uniform: error invalid operation(66):set uniform: error invalid operation(67):set uniform: error invalid operation(68):set uniform: error invalid operation(69):set uniform: error invalid operation(70):set uniform: error invalid operation(71):set uniform: error invalid operation(72):set uniform: error invalid operation(73):set uniform: error invalid operation(74):set uniform: error invalid operation(75):set uniform: error invalid operation(76):set uniform: error invalid operation(77):set uniform: error invalid operation(78):set uniform: error invalid operation(79):set uniform: error invalid operation(80):set uniform: error invalid operation(81):set uniform: error invalid operation(82):set uniform: error invalid operation(83):set uniform: error invalid operation(84):set uniform: error invalid operation(85):set uniform: error invalid operation(86):set uniform: error invalid operation(87):set uniform: error invalid operation(88):set uniform: error invalid operation(89):set uniform: error invalid operation(90):set uniform: error invalid operation(91):set uniform: error invalid operation(92):set uniform: error invalid operation(93):set uniform: error invalid operation(94):set uniform: error invalid operation(95):set uniform: error invalid operation(96):set uniform: error invalid operation(97):set uniform: error invalid operation(98):set uniform: error invalid operation(99):set uniform: error invalid operationset uniform: error invalid operation (100 repetitions, not logging it 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successglBufferData: successShader 'interpolated_point_v.glsl' compiled successfullyVertex shader was successfully compiled to run on hardware.Shader 'test_f.glsl' compiled successfullyFragment shader was successfully compiled to run on hardware.Program linked successfully.GLMTexture::LoadFromFile(rad_icon.png)(0):glVertexAttribPointer: error invalid operation(1):glVertexAttribPointer: error invalid operation(2):glVertexAttribPointer: error invalid operation(3):glVertexAttribPointer: error invalid operation(4):glVertexAttribPointer: error invalid operation(5):glVertexAttribPointer: error invalid operation(6):glVertexAttribPointer: error invalid operation(7):glVertexAttribPointer: error invalid operation(8):glVertexAttribPointer: error invalid operation(9):glVertexAttribPointer: error invalid operation(10):glVertexAttribPointer: error invalid operation(11):glVertexAttribPointer: error invalid operation(12):glVertexAttribPointer: error invalid operation(13):glVertexAttribPointer: error invalid operation(14):glVertexAttribPointer: error invalid operation(15):glVertexAttribPointer: error invalid operation(16):glVertexAttribPointer: error invalid operation(17):glVertexAttribPointer: error invalid operation(18):glVertexAttribPointer: error invalid operation(19):glVertexAttribPointer: error invalid operation(20):glVertexAttribPointer: error invalid operation(21):glVertexAttribPointer: error invalid operation(22):glVertexAttribPointer: error invalid operation(23):glVertexAttribPointer: error invalid operation(24):glVertexAttribPointer: error invalid operation(25):glVertexAttribPointer: error invalid operation(26):glVertexAttribPointer: error invalid operation(27):glVertexAttribPointer: error invalid operation(28):glVertexAttribPointer: error invalid operation(29):glVertexAttribPointer: error invalid operation(30):glVertexAttribPointer: error invalid operation(31):glVertexAttribPointer: error invalid operation(32):glVertexAttribPointer: error invalid operation(33):glVertexAttribPointer: error invalid operation(34):glVertexAttribPointer: error invalid operation(35):glVertexAttribPointer: error invalid operation(36):glVertexAttribPointer: error invalid operation(37):glVertexAttribPointer: error invalid operation(38):glVertexAttribPointer: error invalid operation(39):glVertexAttribPointer: error invalid operation(40):glVertexAttribPointer: error invalid operation(41):glVertexAttribPointer: error invalid operation(42):glVertexAttribPointer: error invalid operation(43):glVertexAttribPointer: error invalid operation(44):glVertexAttribPointer: error invalid operation(45):glVertexAttribPointer: error invalid operation(46):glVertexAttribPointer: error invalid operation(47):glVertexAttribPointer: error invalid operation(48):glVertexAttribPointer: error invalid operation(49):glVertexAttribPointer: error invalid operation(50):glVertexAttribPointer: error invalid operation(51):glVertexAttribPointer: error invalid operation(52):glVertexAttribPointer: error invalid operation(53):glVertexAttribPointer: error invalid operation(54):glVertexAttribPointer: error invalid operation(55):glVertexAttribPointer: error invalid operation(56):glVertexAttribPointer: error invalid operation(57):glVertexAttribPointer: error invalid operation(58):glVertexAttribPointer: error invalid operation(59):glVertexAttribPointer: error invalid operation(60):glVertexAttribPointer: error invalid operation(61):glVertexAttribPointer: error invalid operation(62):glVertexAttribPointer: error invalid operation(63):glVertexAttribPointer: error invalid operation(64):glVertexAttribPointer: error invalid operation(65):glVertexAttribPointer: error invalid operation(66):glVertexAttribPointer: error invalid operation(67):glVertexAttribPointer: error invalid operation(68):glVertexAttribPointer: error invalid operation(69):glVertexAttribPointer: error invalid operation(70):glVertexAttribPointer: error invalid operation(71):glVertexAttribPointer: error invalid operation(72):glVertexAttribPointer: error invalid operation(73):glVertexAttribPointer: error invalid operation(74):glVertexAttribPointer: error invalid operation(75):glVertexAttribPointer: error invalid operation(76):glVertexAttribPointer: error invalid operation(77):glVertexAttribPointer: error invalid operation(78):glVertexAttribPointer: error invalid operation(79):glVertexAttribPointer: error invalid operation(80):glVertexAttribPointer: error invalid operation(81):glVertexAttribPointer: error invalid operation(82):glVertexAttribPointer: error invalid operation(83):glVertexAttribPointer: error invalid operation(84):glVertexAttribPointer: error invalid operation(85):glVertexAttribPointer: error invalid operation(86):glVertexAttribPointer: error invalid operation(87):glVertexAttribPointer: error invalid operation(88):glVertexAttribPointer: error invalid operation(89):glVertexAttribPointer: error invalid operation(90):glVertexAttribPointer: error invalid operation(91):glVertexAttribPointer: error invalid operation(92):glVertexAttribPointer: error invalid operation(93):glVertexAttribPointer: error invalid operation(94):glVertexAttribPointer: error invalid operation(95):glVertexAttribPointer: error invalid operation(96):glVertexAttribPointer: error invalid operation(97):glVertexAttribPointer: error invalid operation(98):glVertexAttribPointer: error invalid operation(99):glVertexAttribPointer: error invalid operationglVertexAttribPointer: error invalid operation (100 repetitions, not logging it anymore)resizeTestTextureFrameBuffer::Resize(0,0)Resizing framebuffer texture: success(0):Re-binding texture to framebuffer: error invalid operationglCheckFramebufferStatusEXT: successunbinding: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: successdestroying framebuffer and associated texture: success

[EDIT: Sorry, I had to edit the post because the log in the [source] box wasn't wrapping the extensions list, making the post too wide. - Oluseyi]

[Website] [+++ Divide By Cucumber Error. Please Reinstall Universe And Reboot +++]

Thanks for report... i found an issue in the log (ati glsl compiler didnt like double ;; in one of shaders) but it is irrelevant to blocks thing. I think the blocks are caused by lack of bilinear interpolation support for half-float texture.
Maybe I'll make a workaround later (currently working on game UI and possibly mac port)
Looks nice on my laptop (T5800 Core 2 Duo, 3Gb RAM and nVidia 9200M GE graphics card). It crashed on exit after it had destroyed the context though.

A small gripe I have is that I don't have a mousewheel, so can't accelerate.
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evolutional
You can use w and s to accelerate/decelerate...
As for crash on close, I need log.txt to debug it. Likely, its wrong de-initialization order. As workaround, I can exit(0); for now, but i'd prefer to debug the issue.

edit: removed obsolete mac build.

[Edited by - Dmytry on February 23, 2009 5:52:43 PM]
Uploaded proper OSX app bundle (as .tar.gz for now, I'll switch to .dmg filesystem images someday).
Can someone please test it? I don't even know for sure that it works. It kind of runs, but on my intel GMA it does not render correctly (and opengl driver is horribly bugged. especially glsl compiler, which cant even evaluate constant expressions and throw errors about assigning nonconst to const float)

Only Intel macs are supported at the moment.
The OS X version fails to run. Taking it to the terminal and even delving into the app bundle contents yields the following error:
/Users/oluseyi/Downloads/Polynomial-2009-02-24-1_osx_intel/Polynomial_osx.app/Contents/MacOS/Polynomial_osx: cannot execute binary file
Quote: Original post by Oluseyi
The OS X version fails to run. Taking it to the terminal and even delving into the app bundle contents yields the following error:

Hmm. It executes just fine here, doesn't render right tho.

Anything in the errors console? (dunno the name, that thing where you can read logs)

Ahh, and try checking that it unpacked correctly, md5 Polynomial_osx
MD5 (Polynomial_osx) = bf0febc981d4b708c9f9dc6dfff50927

Also you can try installing X11 support (i'm using freetype library)

edit: actually, first, try running otool.
Output should be something like
$ otool -L Polynomial_osxPolynomial_osx:	/usr/lib/libz.1.dylib (compatibility version 1.0.0, current version 1.2.3)	/usr/X11R6/lib/libfreetype.6.dylib (compatibility version 6.3.0, current version 6.3.0)	/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon (compatibility version 2.0.0, current version 128.0.0)	/System/Library/Frameworks/Quartz.framework/Versions/A/Quartz (compatibility version 1.0.0, current version 1.0.0)	/System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0)	/System/Library/Frameworks/AppKit.framework/Versions/C/AppKit (compatibility version 45.0.0, current version 824.47.0)	/System/Library/Frameworks/AGL.framework/Versions/A/AGL (compatibility version 1.0.0, current version 1.0.0)	/usr/lib/libstdc++.6.dylib (compatibility version 7.0.0, current version 7.4.0)	/usr/lib/libgcc_s.1.dylib (compatibility version 1.0.0, current version 1.0.0)	/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 88.3.10)

and maybe it'll list things that are missing.

Quote:
/Users/oluseyi/Downloads/Polynomial-2009-02-24-1_osx_intel/Polynomial_osx.app/Contents/MacOS/Polynomial_osx: cannot execute binary file

This is the reason why I like OSX so much - it is so user friendly... After all, everything that user running it from console needs to know is that program didn't run, technical details on console would've been confusing.[/sarcasm]
You have intel mac, of course? Did they make 64-bit intel OS X with incompatible binaries, by chance?

[Edited by - Dmytry on February 24, 2009 3:15:42 AM]

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