On Tue, Apr 01, 2008 at 01:19:08PM -0400, Simon Ruggier wrote:
> I switched to an amd64 system last month in the process of replacing a
> failed computer, but because of school, I haven't had enough time to
> fix this bug.  Oddly enough, I tried running openglad on my system
> unpatched, and it didn't segfault, but everything the game draws had
> artifacts that looked like scanlines.

Interesting. It might be a difference in video cards. Several of the
64-bit issues were in code that deals directly with the pixel surfaces,
and the details of how they are mapped in memory would vary with the
card models or their drivers. I have a Radeon 9000. I saw the scanlines
too when I ran openglad under valgrind (which protects against the segfault
while logging the memory access errors). If I remember right, it is
because the 2x greater word size caused the scaling function to skip
every other line.

> I tried your patch, and everything draws cleanly with it applied, but
> then there is the segfault you mention, which occurred for me
> intermittently when the character I'm playing as gets killed, as a
> result of an invalid pointer dereference.  I've attached a backtrace
> so as to keep the bug up to date.  I reproduced the same trace in at
> least two crashes, and I intend to try to fix this in late April.

Thank you for looking at my patch :)  I'm glad you see a pattern in the
other segfault. I confess that I lost my interest in patching this
game after I had the opportunity to play it for a while. The name
made me expect something like the 4-player arcade game 'Gladiator',
of which I have nostalgic memories. Openglad had very different
game play.

-- 
Richard Braakman

We can achieve more by promoting generosity, awareness, and freedom
than we can by vainly kicking at a buttless foe. -- VHEMT



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