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);