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authorMike Frysinger <vapier@gentoo.org>2005-09-01 05:12:26 +0000
committerMike Frysinger <vapier@gentoo.org>2005-09-01 05:12:26 +0000
commitd66c1ef3da8e36fdbcc42e8b0707ca2021d06b9b (patch)
tree91f4f2ca0cb17d991296b67374e18ace81ce785b /dev-games/irrlicht/files
parentVersion Bump. Added ~amd64 keyword. (diff)
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Version bump #103748 by Guido.
(Portage version: 2.0.51.22-r2)
Diffstat (limited to 'dev-games/irrlicht/files')
-rw-r--r--dev-games/irrlicht/files/digest-irrlicht-0.12.01
-rw-r--r--dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch145
-rw-r--r--dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch20
3 files changed, 166 insertions, 0 deletions
diff --git a/dev-games/irrlicht/files/digest-irrlicht-0.12.0 b/dev-games/irrlicht/files/digest-irrlicht-0.12.0
new file mode 100644
index 000000000000..68548dc06b30
--- /dev/null
+++ b/dev-games/irrlicht/files/digest-irrlicht-0.12.0
@@ -0,0 +1 @@
+MD5 b6f046fee28630cf08aa391ee69c94c5 irrlicht-0.12.0.zip 14060742
diff --git a/dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch b/dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch
new file mode 100644
index 000000000000..dcb19571b6dd
--- /dev/null
+++ b/dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch
@@ -0,0 +1,145 @@
+Only tested the q3 example but this patch stopped it from segfaulting ;).
+
+--- source/Irrlicht/CSceneManager.h
++++ source/Irrlicht/CSceneManager.h
+@@ -321,13 +321,13 @@
+ textureValue = 0;
+
+ if (n->getMaterialCount())
+- textureValue = (s32)(n->getMaterial(0).Texture1);
++ textureValue = (unsigned long)(n->getMaterial(0).Texture1);
+
+ node = n;
+ }
+
+ ISceneNode* node;
+- s32 textureValue;
++ unsigned long textureValue;
+
+ bool operator < (const DefaultNodeEntry& other) const
+ {
+--- source/Irrlicht/CQ3LevelMesh.cpp
++++ source/Irrlicht/CQ3LevelMesh.cpp
+@@ -352,15 +352,15 @@
+ }
+
+ // helper method for creating curved surfaces, sent in by Dean P. Macri.
+-inline f32 CQ3LevelMesh::Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], int offset)
++inline f32 CQ3LevelMesh::Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], unsigned long offset)
+ {
+ f32 res = 0.0f;
+- f32 *ptr;
++ unsigned long *ptr;
+
+ for( int i=0; i<3; i++ )
+ for( int j=0; j<3; j++ )
+ {
+- ptr = (f32 *)( (int)v[i*3+j] + offset );
++ ptr = (unsigned long *)( (unsigned long)v[i*3+j] + offset );
+ res += s[i] * t[j] * (*ptr);
+ }
+ return res;
+@@ -429,52 +429,52 @@
+
+ // Vert 1
+ currentVertex[0].Color.set(255,255,255,255);
+- currentVertex[0].Pos.X = Blend( cs, ct, v, (int)&v[0]->vPosition[0] - (int)v[0]);
+- currentVertex[0].Pos.Y = Blend( cs, ct, v, (int)&v[0]->vPosition[2] - (int)v[0]);
+- currentVertex[0].Pos.Z = Blend( cs, ct, v, (int)&v[0]->vPosition[1] - (int)v[0]);
+- currentVertex[0].Normal.X = Blend( cs, ct, v, (int)&v[0]->vNormal[0] - (int)v[0]);
+- currentVertex[0].Normal.Y = Blend( cs, ct, v, (int)&v[0]->vNormal[2] - (int)v[0]);
+- currentVertex[0].Normal.Z = Blend( cs, ct, v, (int)&v[0]->vNormal[1] - (int)v[0]);
+- currentVertex[0].TCoords.X = Blend( cs, ct, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]);
+- currentVertex[0].TCoords.Y = Blend( cs, ct, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]);
+- currentVertex[0].TCoords2.X = Blend( cs, ct, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]);
+- currentVertex[0].TCoords2.Y = Blend( cs, ct, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]);
++ currentVertex[0].Pos.X = Blend( cs, ct, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]);
++ currentVertex[0].Pos.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]);
++ currentVertex[0].Pos.Z = Blend( cs, ct, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]);
++ currentVertex[0].Normal.X = Blend( cs, ct, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]);
++ currentVertex[0].Normal.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]);
++ currentVertex[0].Normal.Z = Blend( cs, ct, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]);
++ currentVertex[0].TCoords.X = Blend( cs, ct, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]);
++ currentVertex[0].TCoords.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]);
++ currentVertex[0].TCoords2.X = Blend( cs, ct, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]);
++ currentVertex[0].TCoords2.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]);
+ // Vert 2
+ currentVertex[1].Color.set(255,255,255,255);
+- currentVertex[1].Pos.X = Blend( cs, nxt, v, (int)&v[0]->vPosition[0] - (int)v[0]);
+- currentVertex[1].Pos.Y = Blend( cs, nxt, v, (int)&v[0]->vPosition[2] - (int)v[0]);
+- currentVertex[1].Pos.Z = Blend( cs, nxt, v, (int)&v[0]->vPosition[1] - (int)v[0]);
+- currentVertex[1].Normal.X = Blend( cs, nxt, v, (int)&v[0]->vNormal[0] - (int)v[0]);
+- currentVertex[1].Normal.Y = Blend( cs, nxt, v, (int)&v[0]->vNormal[2] - (int)v[0]);
+- currentVertex[1].Normal.Z = Blend( cs, nxt, v, (int)&v[0]->vNormal[1] - (int)v[0]);
+- currentVertex[1].TCoords.X = Blend( cs, nxt, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]);
+- currentVertex[1].TCoords.Y = Blend( cs, nxt, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]);
+- currentVertex[1].TCoords2.X = Blend( cs, nxt, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]);
+- currentVertex[1].TCoords2.Y = Blend( cs, nxt, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]);
++ currentVertex[1].Pos.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]);
++ currentVertex[1].Pos.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]);
++ currentVertex[1].Pos.Z = Blend( cs, nxt, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]);
++ currentVertex[1].Normal.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]);
++ currentVertex[1].Normal.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]);
++ currentVertex[1].Normal.Z = Blend( cs, nxt, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]);
++ currentVertex[1].TCoords.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]);
++ currentVertex[1].TCoords.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]);
++ currentVertex[1].TCoords2.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]);
++ currentVertex[1].TCoords2.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]);
+ // Vert 3
+ currentVertex[2].Color.set(255,255,255,255);
+- currentVertex[2].Pos.X = Blend( nxs, ct, v, (int)&v[0]->vPosition[0] - (int)v[0]);
+- currentVertex[2].Pos.Y = Blend( nxs, ct, v, (int)&v[0]->vPosition[2] - (int)v[0]);
+- currentVertex[2].Pos.Z = Blend( nxs, ct, v, (int)&v[0]->vPosition[1] - (int)v[0]);
+- currentVertex[2].Normal.X = Blend( nxs, ct, v, (int)&v[0]->vNormal[0] - (int)v[0]);
+- currentVertex[2].Normal.Y = Blend( nxs, ct, v, (int)&v[0]->vNormal[2] - (int)v[0]);
+- currentVertex[2].Normal.Z = Blend( nxs, ct, v, (int)&v[0]->vNormal[1] - (int)v[0]);
+- currentVertex[2].TCoords.X = Blend( nxs, ct, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]);
+- currentVertex[2].TCoords.Y = Blend( nxs, ct, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]);
+- currentVertex[2].TCoords2.X = Blend( nxs, ct, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]);
+- currentVertex[2].TCoords2.Y = Blend( nxs, ct, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]);
++ currentVertex[2].Pos.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]);
++ currentVertex[2].Pos.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]);
++ currentVertex[2].Pos.Z = Blend( nxs, ct, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]);
++ currentVertex[2].Normal.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]);
++ currentVertex[2].Normal.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]);
++ currentVertex[2].Normal.Z = Blend( nxs, ct, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]);
++ currentVertex[2].TCoords.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]);
++ currentVertex[2].TCoords.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]);
++ currentVertex[2].TCoords2.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]);
++ currentVertex[2].TCoords2.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]);
+ // Vert 4
+ currentVertex[3].Color.set(255,255,255,255);
+- currentVertex[3].Pos.X = Blend( nxs, nxt, v, (int)&v[0]->vPosition[0] - (int)v[0]);
+- currentVertex[3].Pos.Y = Blend( nxs, nxt, v, (int)&v[0]->vPosition[2] - (int)v[0]);
+- currentVertex[3].Pos.Z = Blend( nxs, nxt, v, (int)&v[0]->vPosition[1] - (int)v[0]);
+- currentVertex[3].Normal.X = Blend( nxs, nxt, v, (int)&v[0]->vNormal[0] - (int)v[0]);
+- currentVertex[3].Normal.Y = Blend( nxs, nxt, v, (int)&v[0]->vNormal[2] - (int)v[0]);
+- currentVertex[3].Normal.Z = Blend( nxs, nxt, v, (int)&v[0]->vNormal[1] - (int)v[0]);
+- currentVertex[3].TCoords.X = Blend( nxs, nxt, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]);
+- currentVertex[3].TCoords.Y = Blend( nxs, nxt, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]);
+- currentVertex[3].TCoords2.X = Blend( nxs, nxt, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]);
+- currentVertex[3].TCoords2.Y = Blend( nxs, nxt, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]);
++ currentVertex[3].Pos.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]);
++ currentVertex[3].Pos.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]);
++ currentVertex[3].Pos.Z = Blend( nxs, nxt, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]);
++ currentVertex[3].Normal.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]);
++ currentVertex[3].Normal.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]);
++ currentVertex[3].Normal.Z = Blend( nxs, nxt, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]);
++ currentVertex[3].TCoords.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]);
++ currentVertex[3].TCoords.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]);
++ currentVertex[3].TCoords2.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]);
++ currentVertex[3].TCoords2.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]);
+ // Put the vertices in the mesh buffer
+ meshBuffer->Vertices.push_back(currentVertex[0]);
+ meshBuffer->Vertices.push_back(currentVertex[2]);
+--- source/Irrlicht/CQ3LevelMesh.h
++++ source/Irrlicht/CQ3LevelMesh.h
+@@ -214,7 +214,7 @@
+
+ // second parameter i is the zero based index of the current face.
+ void createCurvedSurface(SMeshBufferLightMap* meshBuffer, s32 i);
+- f32 Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], int offset);
++ f32 Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], unsigned long offset);
+
+ tBSPLump Lumps[kMaxLumps];
+
diff --git a/dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch b/dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch
new file mode 100644
index 000000000000..f527f22cacd5
--- /dev/null
+++ b/dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch
@@ -0,0 +1,20 @@
+Fix compiling error:
+COpenGLDriver.cpp: In member function `void irr::video::COpenGLDriver::loadExtensions()':
+COpenGLDriver.cpp:357: error: `glXGetProcAddress' undeclared (first use this function)
+COpenGLDriver.cpp:357: error: (Each undeclared identifier is reported only once for each function it appears in.)
+make: *** [COpenGLDriver.o] Error 1
+
+Patch by Chris Statzer.
+
+http://bugs.gentoo.org/87015
+
+--- COpenGLDriver.cpp
++++ COpenGLDriver.cpp
+@@ -2,6 +2,7 @@
+
+ #include "IrrCompileConfig.h"
+ #ifdef _IRR_COMPILE_WITH_OPENGL_
++#define glXGetProcAddress glXGetProcAddressARB
+
+ #include "COpenGLTexture.h"
+ #include "COpenGLMaterialRenderer.h"