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. > > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. >
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