You should also check that the refdef_t parameter in RenderScene is passed
correctly. Generally the passing of structure pointers can be a problem if
they are compiled on different ABIs as the layout / alignment rules may be
different. So at least check that the sizeof(refdef_t) is identical in the
engine and the qvm (add a debug print somewhere).

2010/2/10 Michael Menegakis <arx...@gmail.com>

>
>
> 2010/2/9 Michael Menegakis <arx...@gmail.com>
>
>> 2010/2/9 Michael Menegakis <arx...@gmail.com>
>>
>> The secret was to
>>>
>>> a) replace longs with int64_t (or intptr_t if appropriate).
>>>
>>> but also
>>>
>>> b) Call (all) functions (found) inside assembly code with the
>>> __attribute___ ((sysv_abi))___
>>>
>>> (I practically did it by putting a CROSSCALL in front of their
>>> declarations
>>>
>>> with CROSSCALL being,
>>>
>>> #ifdef    WIN64
>>>     #define CROSSCALL __attribute__ ((sysv_abi))
>>> #elif     WIN32
>>>     #define CROSSCALL __attribute__ ((ms_abi))
>>> #else
>>>     #define CROSSCALL __attribute__ ((sysv_abi))
>>> #endif
>>>
>>
>> It terms of functionality,  it loads into the game with 2D fine (e.g.
>> console, even fonts) but it does not appear to render 3D properly, e.g. even
>> the 'Quake III Arena' 3D graphic on UI doesn't work.
>>
>
> Any idea how to debug it?
>
> kevlarman at irc had the idea to determine if trap_R_AddRefEntityToScene
> gets sane values. Apparently RE_AddRefEntityToScene gets the origin correct
> on all 3 vm types.
>
> I can see *something* in the scene. There's a distorted 'horizon', there's
> some color; it's like the 'camera' is completely off.
>
> 2d, (console, printing of fonts by cl_scrn.c, etc., even scores of cg.),
> audio, are, rest gameplay, are fine.
>
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