Hi everybody,
Another person with a Power PC/OS X, could validate this bug/patch ?
Le lundi 17 mai 2010 à 22:24 +0200, lami a écrit :
> Hi Jeremy,
> Thank you for your report. About your bugfix, it's something like
> that ? ...
>
> 114 void TileItem_AlphaSoftware::Dig(const Point2i &position, const
> Surface& dig) {
> 115 need_check_empty = true;
> ... ...
> 120
> 121 for (int py = starting_y ; py < ending_y ; py++) {
> 122 for (int px = starting_x ; px < ending_x ; px++) {
> 123 if ( *(Uint32 *)(dig.GetPixels() +
> (py-position.y)*dig.GetPitch() + (px-position.x) * 4) != 0) {
> 124 *(Uint32 *)(m_surface.GetPixels() +
> py*m_surface.GetPitch() + px * 4) = 0;
> 125 }
> 126 }
> 127 }
> 128 }
>
>
> Le dimanche 16 mai 2010 à 20:48 -0700, Jeremy Hiatt a écrit :
> > Hi all,
> >
> > First off, thanks for making this game! It's really fun.
> >
> > I came across a really strange bug where the airhammer doesn't dig.
> > The sound effects and animation run but no hole appears in the ground.
> > I'm running Wormux 0.9.2 on a PowerPC Mac (PowerBook G4 laptop running
> > OS X 10.5). The issue appears both in the 0.9.2 binary I downloaded
> > from the website, and a version I built from SVN trunk.
> >
> > I think I tracked down the source of the bug. It appears in src/map/
> > tileitem.cpp, in the TileItem_AlphaSoftware::Dig function. I believe
> > the problem is with endianness. I was able to fix the issue by taking
> > out the (+ 3) from the pixel indexing, and then casting the pointer
> > type to a (Uint32 *) so it would read/write the whole 32-bit value
> > instead of looking at the wrong byte.
> >
> > Please let me know if anything in my description of the problem/
> > solution was unclear.
> >
> > -Jeremy
> >
> > _______________________________________________
> > Wormux-dev mailing list
> > [email protected]
> > https://mail.gna.org/listinfo/wormux-dev
>
>
>
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