Game Development Community


#1
06/13/2002 (11:11 am)
What file is that in? I thought we had moved everything to .asm files.
--Rick
#2
06/13/2002 (11:36 am)
Files with _ASM

palQuantization.h
opengl2d3d.cc
gfloat.h
pngvcrd.c
blender.cc
blender.h
d3dgl.cc
winCPUInfo.cc
win_common_prefix.h
mMathAMD.cc
mMathSSE.cc


Files with _ASM_

pnggccrd.c
x86UNIXCPUInfo.cc
x86UNIXMath_ASM.cc
profiler.cc
nMathFn.h
#3
06/13/2002 (1:52 pm)
I would ignore the OpenGL-to-Direct3D DLL for starters.

The list you posted looks long but really most of those are already have #ifdef's around them with 'C' alternatives.

For the PNG lib, #undef PNG_ASSEMBLER_CODE_SUPPORTED

But there are a few places in the platform library that don't. A quick look and most of those would not be hard to change.

--Rick
#4
06/13/2002 (5:00 pm)
Ok, so I spent a few minutes today working on minGW and got almost all the asm stuff working with no code changes. I am having John Quigly test my changes on LINUX to make sure I didn't break anything. If everything is still working I'll check in what I have done so far. Not totally compiling yet but much MUCH further than it was, and a lot less errors.

--Rick
#5
06/14/2002 (10:19 am)
I just checked a few changes into the HEAD. Still needs a little work on the platformWin32 code but otherwise close to compiling.

I added a mingw make config so do this to get things configured:

make -f mk/configure.mk OS=WIN32 COMPILER=GCC2

--Rick
#6
06/14/2002 (12:07 pm)
these issues are exactly why business development embraced Java so quickly and completely!

Great work, I don't envy your task, that is tedious work :(
#7
06/14/2002 (2:48 pm)
Ok, it all compiles and links now. but... for some reason it does not generate a valid windows i386pe executible file.

I need to get back to my task list so if you guys can figure this out please mail me and I will integrate the fix.

--Rick