Op Fri, 8 May 2009 09:48:21 +0200
schreef Gerfried Fuchs <rho...@debian.at>:

> Package: asylum
> Version: 0.3.0-2
> Severity: important
> 
>       Hi!
> 
>  First start I thought the graphics are totally screwed up, thought it
> might be endianess related (see asylum-1.png).
> 
>  Then the initial menu came up looking not too weird--though,
> everything has a quite pink coloured touch, is that what it should
> look? Anyway, when I go to configure the keyboard, the screen doesn't
> get cleared but the lines written over each other, making it
> impossible to read what key is queried for the configuration ... (see
> asylum-2.png)

I think both of these are endianness bugs in the OpenGL code. Can you
try the attached patch?

You could also try the SDL rendering engine: edit ~/.asylum or pick
options 2, 3, 3 in the main menu.

>  And ... one more thing:
> Building sound
> effects .........................................................
> done. at every single startup. Taking quite some time, can't those
> get pre-built and shipped already? I don't think that that's
> something that has to happen at runtime.

I agree it's annoying. Fixing this is on upstream's wish list.
--- a/vdu.c
+++ b/vdu.c
@@ -666,11 +666,11 @@
     {
 	glBindTexture(GL_TEXTURE_2D, *redtex);
         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 128, 64,
-			  GL_RGBA, GL_UNSIGNED_BYTE, (char*)redpixels);
+			  GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, (char*)redpixels);
         free(redpixels);
 	glBindTexture(GL_TEXTURE_2D, *greytex);
         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 128, 64,
-			  GL_RGBA, GL_UNSIGNED_BYTE, (char*)greypixels);
+			  GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, (char*)greypixels);
         free(greypixels);
     }
     else
@@ -744,7 +744,7 @@
     {
         DecompScreen->x = -1;  DecompScreen->y = -1;
         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 512, 512,
-			  GL_RGBA, GL_UNSIGNED_BYTE, (char*)data);
+			  GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, (char*)data);
         free(data);
     }
     else
@@ -816,7 +816,7 @@
 	glGenTextures(1, batex);
 	glBindTexture(GL_TEXTURE_2D, *batex);
 	gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 2*64, 2*32,
-			  GL_RGBA, GL_UNSIGNED_BYTE, (char*)ba);
+			  GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, (char*)ba);
     }
     else
     {
@@ -982,7 +982,7 @@
 	    //Without this line I don't get textures unless I use gluBuild2DMipmaps
 	    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); 
 	    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
-			 GL_RGBA, GL_UNSIGNED_BYTE, (char*)data);
+			 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, (char*)data);
 	    free(data);
 	}
 	else SDL_UnlockSurface(sprites[i].s);

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