-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
Eero Tamminen wrote:
Hi,
ext Frantisek Dufka wrote:
And if the game doesn't disable the double pixeling properly (e.g. if it
crashes or freezes), user needs to reboot the device. Not very nice
either...
So what happened to idea
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi all,
this might sound retarded/joke but this is not a joke. I am wondering is
anyone using 770 with a USB joystick? It could be possible in USB host
mode to actually use one if it takes very little power.
The reason I am asking this for is that
Hi,
Dionisis Petromanolakis wrote:
hi all,
i need a tool, written in c, to create an xml document automatically with c
commands. Does anyone know if there is one available in maemo or i should
create my own?
libxml is shipped with the product, you probably want to use it unless
you want
I am new to the Nokia 770 development (as well as debian packages) and have
recently finished setting up the development environment (Maemo 2.0). So
far
I have got everything up and running and I have been able to build a simple
Hello World application from scratchbox. I ran it in the
Hi,
[EMAIL PROTECTED]:/home/prometoys/projekte/gnome/maemo# ./flasher.linux_ppc
-F BETA.SU-18_2006SE_0.2006.22-21_PR_F5_MR0_ARM.bin
maybe you should try to add -f to the end?
-- Kuisma
___
maemo-developers mailing list
maemo-developers@maemo.org
snip
My flashingTest reports that:
It got a hardware surface (I should be writing directly to video memory
accordingly to the SDL docs)
And the surface is double buffered.
Don't trust SDL, SDL is a liar. In X backend the SDL trusts what X says
so HW surface could mean actually server
Hi!
ext Daniel Monteiro kirjoitti:
Hi folks
its been a long since I last posted this mailing list
(but Ive been reading it on since then). Im developing
a 3D game engine having mobile devices in mind (and
the 770 is the perfect testbed).
My engine has a system layer called System
Abstraction
Hello everybody,
as there is ongoing some effort to make the current widgets scaleble,
current proposions have made available to the public through the bugzilla:
https://maemo.org/bugzilla/buglist.cgi?keywords=scalability
The bugs have 'scalability' keyword (as posting this, there is only 2
Lassi Syrjälä wrote:
Hi,
I think you need to:
$ . /etc/osso-af-init/af-defines.sh
Just as quick comment, if your application uses X, it needs to have
DISPLAY defined. If it uses D-BUS in any means (like use libosso), it
needs the D-BUS environment variables to be set correctly. If you want
PS It might be polite to move this conversation to the users list at some
point.
Just giving a hint (maybe too obvious) to application developers first
;) If your application takes more than 10 megs you could do with default
software image (the one averate end users use) this:
Application
Hello,
I've formatted a harddrive some time ago (and don't have the files right
now), but here's a little story:
I admit that pingus is a cool game (url is http://pingus.seul.org/ in
case somebody does not know) so I have checked how it would port for
770. I was able to compile the clanlib
for asking for abailable resoluations). Locating of the code
is rather simple, since error messages will point you there. What I did
was to put there hardcoded resoluation (800*480) instead of asking it
from Xvm. That's all I can remember without actual sources :/
-- Kuisma
Kuisma Salonen wrote
Hello everybody,
there is added to wiki how you could this:
https://maemo.org/maemowiki/GameDevelopment
It's useful for games which requires more drawing speed than with
800x480 res. This is just again speed vs high res dilemma. If your game
doesn't update while screen at time (in terms of
Hi,
currently the situation is not the best one, due to some reasons (I
won't be too specific here) the SDL audio relies on ESD which relies on
DSP for now.
If your game is using SDL, you probably want to use SDL and SDL_Mixer
for audio, as they are shipped with the system. Of course you
14 matches
Mail list logo