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Posted (edited)

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
Posted

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 );
}
Posted

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.

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

 

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

Posted

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

Posted

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.

Posted (edited)

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
Posted

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...

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