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Member Since 24 Sep 2006
Offline Last Active Jul 28 2012 12:10 PM

Posts I've Made

In Topic: Linux x86-64 not loading or saving bytecode correctly.

28 July 2012 - 07:37 AM

Andreas you are AWESOME! Thanks so much for turning around this bug fix (and every other bug fix you've ever turned around for me in the past ! )

In Topic: Linux x86-64 not loading or saving bytecode correctly.

23 July 2012 - 08:53 PM

I tried bumping to 2.23.1 or 2.24a and now I get new issues when saving.. I'm getting an offset != currOffset in asCWrite::AdjustGetOffset in 64bit!

Though running 32bit saves and loads the bytecode perfectly fine.. and the 64bit loads that bytecode fine..


This is using the 2.24.0 tag from SVN.

Wait.. scratch that.. it's acting REAL funcy now in 64bit :(.. causing odd errors in game.. Ugh!!!!

it's not easy to see which exact source file is causing issues as the whole thing is compiled into one file via the main.cpp.

And I can send you a PM w/ the game name

In Topic: problem with GLSL and arrays

29 July 2010 - 03:51 AM

Original post by furrymaster
Why dont u do this as in cpp?(its the same construction and it works always)
const float vMul[] = {0.05, 0.1, 0.25, 0.3, 0.1, 0.3, 0.25, 0.1, 0.05};

That is not valid GLSL syntax so it doesn't work. the OP has the correct syntax for doing a initialized const float variable.

From the OpenGL GLSL 1.20 documentation.. (Which apple's Drivers advertise as supporting). This is a bug in their drivers and I know of no clean workaround other than initializing the array in main(). I have filed a bug with Apple (in july of 2009!!!) with no response from apple. the Bug ID is 7031205 if you case to reference it in new bug. (Please file a new bug with apple at bugreport.apple.com. maybe if other's bug them they might actually fix something).

Array Constructors
Array types can also be used as constructor names, which can then be used in expressions or initializers.
For example,
const float c[3] = float[3](5.0, 7.2, 1.1);
const float d[3] = float[](5.0, 7.2, 1.1);
float g;
float a[5] = float[5](g, 1, g, 2.3, g);
float b[3];
b = float[3](g, g + 1.0, g + 2.0);
There must be exactly the same number of arguments as the size of the array being constructed. If no size
is present in the constructor, then the array is explicitly sized to the number of arguments provided. The
arguments are assigned in order, starting at element 0, to the elements of the constructed array. Each
argument must be the same type as the element type of the array, or be a type that can be converted to the
element type of the array according to Section 4.1.10 “Implicit Conversions.”

In Topic: angelscript and xcode 2.4

21 October 2006 - 09:32 AM

Original post by WitchLord
I'm pleased to announce that AngelScript is now fully working on Linux/PPC (rev 71). All of the tests pass successfully in compatibility mode. Hopefully it should be working on Mac OS X/PPC as well. Let me know if there's something that still doesn't work.

Swwetness. I'll be testing this later tonight to make sure things didn't break


I discovered yet another compiler difference yesterday, it turns out that on the Linux/PPC that I was testing on the 'char' type was unsigned by default. I had to add some 'signed char' type casts due to it, where I normally use just 'char'. I'll have to add some safeguards against this as well.

OK, that is REALLY odd.. i mean REALLY..

Hopefully we'll also have support for native calling conventions on PPC soon. But I think I'll leave that for Edward Rudd, or whoever else want to give it a try, as I would like to get back to implementing the coming features.

I have a functional native calling procedure working right now. (except for double parameters and I haven't actually tested it with more than two parameters right now.. but it *should* work)

I will be throwing more tests at it and then integrate it into angelscript. Though i did find an article documenting the differences between the ABI of Linux/PPC versus Mac OS X/PPC so, as it stands this will ONLY work on OS X/PPC.
Once FC6 is released (scheduled next week) I'm going to try and install it on my Macmini and start testing/learning the ABI.

In Topic: angelscript and xcode 2.4

20 October 2006 - 04:29 AM

Original post by WitchLord
Do you have access to Linux on a PPC machine? I'm guessing the assembly routines have to be different for Linux and Mac OS X, at least slightly, due to different ABIs.

Right now, no I don't. I may try getting either FC5 or FC6 when it is released installed on my MacMini. I'm hoping the bootcamp CD will boot and run on a PPC so that I can use the file system resizing utility on there so I don't have to reinstall everything on the Mini (not a fun thing to look forward to unfortunately). Though I have a feeling from reading through the ABI for Mac OS X that it is more how the architecture (PPC) does calling and that it would be the same calling conventions for Linux PPC as well. I'll have to do some more research.


Anyway, I'm happy you have the patience to really look into this. It's really appreciated.

No problem. It gets it so I can use the scripting engine in the game that I'm porting (which will have some income, so consider that the game is funding the work on angelscript). And it betters angelscript overall. As you saw from my website I'm a big supporter of Open Source software and have contributed to a LOT of projects out there. And this will get Code::Blocks working on the PPC too:-D I still need to get around to playing with that on my Linux box. Ahh the search for a good IDE. Haven't seen on of those in a LONG time.