On Tue, 2013-12-24 at 12:40 +0100, Miriam Ruiz wrote: > Hi, > > I've packaged a new version of Pink Pony (1.4), but I'm not being able > to test it here, as I'm at my parent's with just my small lappy and > the game requires OpenGL 2.0. > > Could any of you test it or or have a look at it before I upload it? I > can't upload it without being able to check if if works properly. Hi, Thanks for packaging the new version! I can build and install the game with no problems. :) A few gotchas though: * This version still doesn't work for radeon cards (at least those using the r600 driver). This is a driver bug, but as progress on this is slow it would be nice if it could be worked around in the game. See: https://bugs.freedesktop.org/show_bug.cgi?id=69623 * There's a regression in the GLSL shaders, causing it to not render correctly for any Mesa drivers (and possibly other OpenGL implementations too): /usr/share/games/pink-pony/GLSL/water.frag: Compilation failed. 0:23(47): error: Could not implicitly convert operands to arithmetic operator 0:23(53): error: Operands to arithmetic operators must be numeric 0:0(0): error: no matching function for call to `sin(error)' 0:0(0): error: candidates are: float sin(float) 0:0(0): error: vec2 sin(vec2) 0:0(0): error: vec3 sin(vec3) 0:0(0): error: vec4 sin(vec4) There's no version statement in the shaders, so the game gets GLSL 1.10 (with no implicit conversions). Simply adding #version 120 to the shaders takes care of this and was probably intended as the .geo shaders does contain a version statement. * Then there's this shader problem: /usr/share/games/pink-pony/GLSL/water.frag: Compilation failed. 0:48(7): error: type mismatch 0:54(17): error: too many parameters to `vec4' constructor Linking failed. error: linking with uncompiled shader I think this is because texture2D returns vec4, not vec3 and a simple change takes care of it: - vec3 s = texture2D(sky, vec2(phi / M_2_PI + 0.25, eta / M_PI + 0.5)); + vec3 s = vec3(texture2D(sky, vec2(phi / M_2_PI + 0.25, eta / M_PI + 0.5))); But I'm much less sure if this is the correct way to fix this? I guess these are upstream issues, but I would value some input before filing bugs. All the best and happy holidays! BTW, One of the Mesa software renderers (preferably llvmpipe) is a good tool to see if an OpenGL game at least starts and renders okay, even if it's often too slow to play. -- Cheers, Sven Arvidsson http://www.whiz.se PGP Key ID 760BDD22
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