BeOS bug

Hello all.
All the games that are playing fullscreen on BeOS have a serious bug.
For example, let’s say that you are playing a board game which features a
grid of 8x8. When you click on the 4,7 rectangle, the actual action will
take pleace on 3,5. This is just an example, the point is that the clicked
action is taking place about 128 pixels left and above from where you
clicked. I assume this is an SDL bug, as it happens to all SDL games ported
to BeOS and only when they are played fullscreen.
I hope that someone fix this, as my skills in C are not that advanced yet.
We also need to “connect” SDL with the new BeOS GL. :slight_smile:

Sam, I hope your vacations were nice! :slight_smile:
Don’t worry about SDL_net, image and ttf. With the help of my husband, we
were able to compile them under BeOS (freetype 1.3 needed some hacking in
order to compile) and I have made the libs available here:
http://www.bebits.com/app/2104

Thanks,
Eugenia

What version of BeOS are you using? I am not terribly experienced with BeOS,
but my game (Tux Typing) which was recently ported to BeOS doesn’t appear to
have these same effects (granted… with all my “wiggling” menus that is
/really/ hard to check :wink:

Has anyone else encountered this?On Wed, 04 Apr 2001, you wrote:

Hello all.
All the games that are playing fullscreen on BeOS have a serious bug.
For example, let’s say that you are playing a board game which features a
grid of 8x8. When you click on the 4,7 rectangle, the actual action will
take pleace on 3,5. This is just an example, the point is that the clicked
action is taking place about 128 pixels left and above from where you
clicked. I assume this is an SDL bug, as it happens to all SDL games ported
to BeOS and only when they are played fullscreen.
I hope that someone fix this, as my skills in C are not that advanced yet.
We also need to “connect” SDL with the new BeOS GL. :slight_smile:


Sam “Criswell” Hart <@Sam_Hart> AIM, Yahoo!:
Homepage: < http://www.geekcomix.com/snh/ >
PGP Info: < http://www.geekcomix.com/snh/contact/ >
Advogato: < http://advogato.org/person/criswell/ >

At 12:59 PM 4/4/2001 -0700, you wrote:>On Wed, 04 Apr 2001, you wrote:

Hello all.
All the games that are playing fullscreen on BeOS have a serious bug.
For example, let’s say that you are playing a board game which features a
grid of 8x8. When you click on the 4,7 rectangle, the actual action will
take pleace on 3,5. This is just an example, the point is that the clicked
action is taking place about 128 pixels left and above from where you
clicked. I assume this is an SDL bug, as it happens to all SDL games ported
to BeOS and only when they are played fullscreen.
I hope that someone fix this, as my skills in C are not that advanced yet.
We also need to “connect” SDL with the new BeOS GL. :slight_smile:

What version of BeOS are you using? I am not terribly experienced with BeOS,
but my game (Tux Typing) which was recently ported to BeOS doesn’t appear to
have these same effects (granted… with all my “wiggling” menus that is
/really/ hard to check :wink:

Has anyone else encountered this?


Sam “Criswell” Hart AIM, Yahoo!:
Homepage: < http://www.geekcomix.com/snh/ >
PGP Info: < http://www.geekcomix.com/snh/contact/ >
Advogato: < http://advogato.org/person/criswell/ >

Actually, I have seen this too under BeOS 5.03 with SDL 1.1.8 (I haven’t
updated yet). I noticed the mouse pointer was being drawn down and to the
right(about 128 pixels) of where it actually was. I didn’t think much of
it at the time since I don’t use the mouse in my application (I had forgot
to turn off the mouse pointer) but I wondered if it was something I did
wrong. I guess not.

-Todd Allendorf
@Todd_Allendorf

I am using the latest version of BeOS 5.03 and SDL 1.2. The bug was there
with earlier SDL versions too. It only happens in fullscreen mode and with
the mouse. Keyboard works fine.

Eugenia

“Samuel Hart” wrote in message
news:01040413024101.00776 at CX114229-D…

Hello all.
All the games that are playing fullscreen on BeOS have a serious bug.
For example, let’s say that you are playing a board game which features
a

grid of 8x8. When you click on the 4,7 rectangle, the actual action will
take pleace on 3,5. This is just an example, the point is that the
clicked

action is taking place about 128 pixels left and above from where you
clicked. I assume this is an SDL bug, as it happens to all SDL games
ported

to BeOS and only when they are played fullscreen.
I hope that someone fix this, as my skills in C are not that advanced
yet.

We also need to “connect” SDL with the new BeOS GL. :slight_smile:

What version of BeOS are you using? I am not terribly experienced with
BeOS,
but my game (Tux Typing) which was recently ported to BeOS doesn’t appear
to> On Wed, 04 Apr 2001, you wrote:
have these same effects (granted… with all my “wiggling” menus that is
/really/ hard to check :wink:

Has anyone else encountered this?


Sam “Criswell” Hart AIM, Yahoo!:
Homepage: < http://www.geekcomix.com/snh/ >
PGP Info: < http://www.geekcomix.com/snh/contact/ >
Advogato: < http://advogato.org/person/criswell/ >

Hi All,

I’m not sure if it’s still the case, but the last time I worked with
OpenGL on BeOS, I encountered a similar problem /without/ SDL.

There are a couple OpenGL redbook sample programs (‘pick’ and
’pickdepth’ I think are the names) which provide console or visual
feedback when you click the mouse. I suggest someone port these to
BeOS-native apps (unless they’ve got GLUT, now - the sample code is
GLUT-based and would just be a re-compile) as full-screen applications
and see if they work properly (note that aforementioned recompile would
require a change to the GLUT init to set fullscreen).

I no longer have a BeOS system, so I can’t volunteer for that, but would
be interested to know if the problem has been resolved. It’s been
several months, so it might have been…

Good luck,
– Jeff

Samuel Hart wrote:>

On Wed, 04 Apr 2001, you wrote:

Hello all.
All the games that are playing fullscreen on BeOS have a serious bug.
For example, let’s say that you are playing a board game which features a
grid of 8x8. When you click on the 4,7 rectangle, the actual action will
take pleace on 3,5. This is just an example, the point is that the clicked
action is taking place about 128 pixels left and above from where you
clicked. I assume this is an SDL bug, as it happens to all SDL games ported
to BeOS and only when they are played fullscreen.
I hope that someone fix this, as my skills in C are not that advanced yet.
We also need to “connect” SDL with the new BeOS GL. :slight_smile:

What version of BeOS are you using? I am not terribly experienced with BeOS,
but my game (Tux Typing) which was recently ported to BeOS doesn’t appear to
have these same effects (granted… with all my “wiggling” menus that is
/really/ hard to check :wink:

Has anyone else encountered this?


Sam “Criswell” Hart AIM, Yahoo!:
Homepage: < http://www.geekcomix.com/snh/ >
PGP Info: < http://www.geekcomix.com/snh/contact/ >
Advogato: < http://advogato.org/person/criswell/ >

The bug is still there, and it happens to non-opengl applications too.
I tried to test the problem to my other partition where I have the new
OpenGL installed and GLUT installed. The bug is still there in the 2D
fullscreen SDL games. In my opinion this is an SDL bug.

Eugenia

“Jeff Duncan” wrote in message
news:3ACD1730.FE0A8954 at sympatico.ca

Hi All,

I’m not sure if it’s still the case, but the last time I worked with
OpenGL on BeOS, I encountered a similar problem /without/ SDL.

There are a couple OpenGL redbook sample programs (‘pick’ and
’pickdepth’ I think are the names) which provide console or visual
feedback when you click the mouse. I suggest someone port these to
BeOS-native apps (unless they’ve got GLUT, now - the sample code is
GLUT-based and would just be a re-compile) as full-screen applications
and see if they work properly (note that aforementioned recompile would
require a change to the GLUT init to set fullscreen).

I no longer have a BeOS system, so I can’t volunteer for that, but would
be interested to know if the problem has been resolved. It’s been
several months, so it might have been…

Good luck,
– Jeff

Samuel Hart wrote:

Hello all.
All the games that are playing fullscreen on BeOS have a serious bug.
For example, let’s say that you are playing a board game which
features a

grid of 8x8. When you click on the 4,7 rectangle, the actual action
will

take pleace on 3,5. This is just an example, the point is that the
clicked

action is taking place about 128 pixels left and above from where you
clicked. I assume this is an SDL bug, as it happens to all SDL games
ported

to BeOS and only when they are played fullscreen.
I hope that someone fix this, as my skills in C are not that advanced
yet.

We also need to “connect” SDL with the new BeOS GL. :slight_smile:

What version of BeOS are you using? I am not terribly experienced with
BeOS,

but my game (Tux Typing) which was recently ported to BeOS doesn’t
appear to> > On Wed, 04 Apr 2001, you wrote:

have these same effects (granted… with all my “wiggling” menus that is
/really/ hard to check :wink:

Has anyone else encountered this?


Sam “Criswell” Hart AIM, Yahoo!:
Homepage: < http://www.geekcomix.com/snh/ >
PGP Info: < http://www.geekcomix.com/snh/contact/ >
Advogato: < http://advogato.org/person/criswell/ >

The bug is still there, and it happens to non-opengl applications too.
I tried to test the problem to my other partition where I have the new
OpenGL installed and GLUT installed. The bug is still there in the 2D
fullscreen SDL games. In my opinion this is an SDL bug.

I’ve been able to reproduce this, but haven’t had a chance to look at
why it’s happening. I’ll take a look when I get some time.

See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software

Just to let anyone interested in this bug know… the reason why I haven’t
been able to reproduce this in my program (Tux Typing) is because I shut off
the mouse pointer and generate my own in the game… Just realized this as I
was testing out the latest Tux Typing release on BeOS :wink:

So, as a kludge, anyone wanting to avoid this bug can just make their own
pointer ;-)On Fri, 06 Apr 2001, you wrote:

The bug is still there, and it happens to non-opengl applications too.
I tried to test the problem to my other partition where I have the new
OpenGL installed and GLUT installed. The bug is still there in the 2D
fullscreen SDL games. In my opinion this is an SDL bug.

I’ve been able to reproduce this, but haven’t had a chance to look at
why it’s happening. I’ll take a look when I get some time.


Sam “Criswell” Hart <@Sam_Hart> AIM, Yahoo!:
Homepage: < http://www.geekcomix.com/snh/ >
PGP Info: < http://www.geekcomix.com/snh/contact/ >
Advogato: < http://advogato.org/person/criswell/ >

“Samuel Hart” wrote in message
news:01040609170301.00819 at CX114229-D…

Just to let anyone interested in this bug know… the reason why I
haven’t
been able to reproduce this in my program (Tux Typing) is because I shut
off
the mouse pointer and generate my own in the game… Just realized this as
I
was testing out the latest Tux Typing release on BeOS :wink:

I reproduced this with LGeneral (a Panzer General clone
http://lgeneral.sourceforge.net) just this morning again. The guy is
creating his own mouse pointer and the bug is still there. What I mean by
creating his own mouse pointer is that he is using his own icon for it.

Sam, at your home machine, when your monitor is going out of Sync on beOS,
please press SHFT+CNTRL+ALT+F12 to go 640x480xGreyscale. If you get in this
stage and it works, I will let you know how to proceed and install either
the G450 driver or go with VESA. :slight_smile:

Thanks,
Eugenia