Jump to content
The Dark Mod Forums

Missing GL implementation for Linux


Hamlet
 Share

Recommended Posts

I am trying to compile The Dark Mod (r7203) under Linux.
It appears commit r7128 calls GLimp_DeactivateFrontendContext() (framework/Session.cpp line 3017), whose implementation is not provided for Linux (sys/linux/glimp.cpp), while it is provided for Windows (sys/win32/win_glimp.cpp).

 

Any solution to this?

Edited by Hamlet
Link to comment
Share on other sites

I am trying to compile The Dark Mod (r7203) under Linux.

It appears commit r7128 calls GLimp_DeactivateFrontendContext() (framework/Session.cpp line 3107), whose implementation is not provided for Linux (sys/linux/glimp.cpp), while it is provided for Windows (sys/win32/win_glimp.cpp).

 

Any solution to this?

 

What is the Linux version of qwglMakeCurrent? The function is rather simple.

void GLimp_DeactivateFrontendContext() {
	qwglMakeCurrent( NULL, NULL );
}
Link to comment
Share on other sites

That seems to be a rather tough question from a little searching.

It seems there's no pre-built function like this in Linux and different developers are rolling their own

or avoiding multi-threading on the Linux side.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

That seems to be a rather tough question from a little searching.

It seems there's no pre-built function like this in Linux and different developers are rolling their own

or avoiding multi-threading on the Linux side.

Then an empty function for now

Link to comment
Share on other sites

What is the Linux version of qwglMakeCurrent? The function is rather simple.

void GLimp_DeactivateFrontendContext() {
	qwglMakeCurrent( NULL, NULL );
}

I can use either an empty function,

void GLimp_DeactivateFrontendContext() {}

or a function similar to what you suggest in the quote:

void GLimp_DeactivateFrontendContext() {
	assert( dpy );
	qglXMakeCurrent( dpy, None, NULL );
}

(this is actually the same as Linux implementation of GLimp_DeactivateContext())...

Where should I look for failure when testing? Just to be clear: I have no clue what I am doing, here.

 

Actually, I can't because I have another army of missing functions after this one... but that's for another thread, since it's from a different commit.

Link to comment
Share on other sites

Why not? I do. Last I tried, it worked fine in the menu. I couldn't load any actual missions for some reason which had nothing to do with the renderer. But if the menu works, there's no fundamental reason why it wouldn't work ingame.

Edited by cabalistic
Link to comment
Share on other sites

Try r_useGLSL 0

 

The GLSL renderer is probably using extensions that are too new for free drivers.

 

You'll need to set r_softShadows 0 before you change that because this setting forces GLSL on.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

I used the NIVIDIA proprietary drivers, and enabling or disabling GLSL made no difference. Again, I'm not sure the problem was related to the renderer at all. But I don't really use Linux outside of work anymore, so I didn't have the chance to investigate further...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recent Status Updates

    • freyk

      Some years earlier i created some launchers for TDM. uploaded today some new sourcecode and executables on my github repo.
       
      · 0 replies
    • Epifire

      Say, I know it's been a while since the site got overhauled from the crash. But did we ever figure out if/how to get the recent topics & replies list back? It's not a total deal breaker but it was nice for becoming a thread creeper again...


      · 2 replies
    • Epifire

      Some of you who've been on the TDM discord know I was out of work last Winter, just putting in hrs for the developer portfolio. Currently I've been working a seasonal job to pay the bills and now I'm finally in my last week before I get bumped off. Things will be tight but I'm planning a long off period to make as much content as I can. Big plans in Unreal Engine as well as my most ambitious TDM collab yet! Never been so excited to be a stuck at home to pursue my life's work. With a lotta time and maybe some luck, I'm hoping to get enough art work done that I may start applying around to studios.
      · 4 replies
    • STiFU

      I finally got around to play Prey and I truly loved it. It is an incredible homage to System Shock and Deus Ex. While the gameplay is not en par with those two titles, the game makes up for that with its well written lore and story. The whole "world" just feells so authentic and it features a ton of really god environmental story-telling. Recommended for every immersive sim fan, i.e., everyone on this forum.
      · 2 replies
    • jaxa

      Alder Lake has arrived:
      https://forums.thedarkmod.com/index.php?/topic/18055-2016-cpugpu-news/page/15/&tab=comments#comment-466190
       
      · 0 replies
×
×
  • Create New...