Ut2003 patches

Btw, if anyone wants my SDL patches for ut2003/osx, here they are:

http://icculus.org/~icculus/tmp/macut2003sdl1.diff

This is NOT ready for inclusion in CVS, some of it is hacked, some of it
is out of date, some of it is incomplete. Some of it I’m looking at and
going, “why is that code there?”

The interesting part is really the GL_ARB_multisample support in
SDL_GL_SetAttribute(), but even that should really query for the extension
before allowing it to be used. I filled it in for Mac and Linux, only
tried it on MacOS X (where it works great).

–ryan.

Thats pretty cool.On 21-May-2003, Ryan C. Gordon wrote:

The interesting part is really the GL_ARB_multisample support in
SDL_GL_SetAttribute(), but even that should really query for the extension
before allowing it to be used. I filled it in for Mac and Linux, only
tried it on MacOS X (where it works great).


Patrick “Diablo-D3” McFarland || unknown at panax.com
"Computer games don’t affect kids; I mean if Pac-Man affected us as kids, we’d
all be running around in darkened rooms, munching magic pills and listening to
repetitive electronic music." – Kristian Wilson, Nintendo, Inc, 1989

Btw, if anyone wants my SDL patches for ut2003/osx, here they are:

http://icculus.org/~icculus/tmp/macut2003sdl1.diff

This is NOT ready for inclusion in CVS, some of it is hacked, some of it
is out of date, some of it is incomplete. Some of it I’m looking at and
going, “why is that code there?”

If you ever feel like it, try the latest SDL CVS with ut2003/osx and let
Darrell and I know what parts of the patch are really needed.

The interesting part is really the GL_ARB_multisample support in
SDL_GL_SetAttribute(), but even that should really query for the extension
before allowing it to be used. I filled it in for Mac and Linux, only
tried it on MacOS X (where it works great).

Thanks! I’ve merged your patch into the new multisample support in CVS.

See ya!
-Sam Lantinga, Software Engineer, Blizzard Entertainment

you mean ut2003 sdl patch like ut2003 works on top of sdl + opengl?> ----- Original Message -----

From: slouken@devolution.com (Sam Lantinga)
To:
Sent: Tuesday, July 22, 2003 5:31 PM
Subject: Re: [SDL] ut2003 patches…

Btw, if anyone wants my SDL patches for ut2003/osx, here they are:

http://icculus.org/~icculus/tmp/macut2003sdl1.diff

This is NOT ready for inclusion in CVS, some of it is hacked, some of it
is out of date, some of it is incomplete. Some of it I’m looking at and
going, “why is that code there?”

If you ever feel like it, try the latest SDL CVS with ut2003/osx and let
Darrell and I know what parts of the patch are really needed.

The interesting part is really the GL_ARB_multisample support in
SDL_GL_SetAttribute(), but even that should really query for the
extension

before allowing it to be used. I filled it in for Mac and Linux, only
tried it on MacOS X (where it works great).

Thanks! I’ve merged your patch into the new multisample support in CVS.

See ya!
-Sam Lantinga, Software Engineer, Blizzard Entertainment


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SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

If you ever feel like it, try the latest SDL CVS with ut2003/osx and let
Darrell and I know what parts of the patch are really needed.

I have to sort through all the input stuff, but I think the only thing of
significance that didn’t make it to CVS in some form is the code for
increasing the GL function cache…arguably, that’s Unreal-specific, but
it shouldn’t hurt other apps, and I can’t think of a good general way to
expose that functionality to the application (SDL_GL_SetAttribute() seems
inappropriate…I dunno.)

Thanks! I’ve merged your patch into the new multisample support in CVS.

Much appreciated!

–ryan.

you mean ut2003 sdl patch like ut2003 works on top of sdl + opengl?

UT2003 (and America’s Army, and Postal 2, and several other Unreal-based
titles) use SDL and OpenGL on Linux and MacOS X. The 64-bit Linux/Hammer
port of ut2003 uses SDL, too.

SDL is used to create a GL context and handle input events from mouse,
keyboard and joystick. These games use OpenAL (and not SDL) for audio. SDL
isn’t used on the Windows versions (but arguably, they probably COULD with
a little work if you don’t want the editor or Direct3D renderer).

I mention this specifically to highlight that SDL is a robust game
development solution…Loki proved this for Linux, and Unreal is slowing
proving it’s true for MacOS X, too. If, y’know, you hadn’t figured it out
for yourself. :slight_smile:

–ryan.

If you ever feel like it, try the latest SDL CVS with ut2003/osx and let
Darrell and I know what parts of the patch are really needed.

I have to sort through all the input stuff, but I think the only thing of
significance that didn’t make it to CVS in some form is the code for
increasing the GL function cache…arguably, that’s Unreal-specific, but
it shouldn’t hurt other apps, and I can’t think of a good general way to
expose that functionality to the application (SDL_GL_SetAttribute() seems
inappropriate…I dunno.)

Yeah, I saw that. Are there any drawbacks to enabling it by default?

Thanks! I’ve merged your patch into the new multisample support in CVS.

Much appreciated!

Same here! :slight_smile:

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment

Yeah, I saw that. Are there any drawbacks to enabling it by default?

Not that I’m aware of…it uses a little more memory, but we’re talking
kilobytes, not megabytes.

–ryan.

Yeah, I saw that. Are there any drawbacks to enabling it by default?

Not that I’m aware of…it uses a little more memory, but we’re talking
kilobytes, not megabytes.

Okay, it’s in!

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment