Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Scons compiling ;(
12-29-2007, 06:37 AM
Post: #1
Scons compiling ;(
When i make command "./scons.py" i get that:
Code:
/usr/bin/ld: cannot find -lbulletcollision
collect2: ld returned 1 exit status
scons: *** [build/vdrift] Error 1
scons: building terminated because of errors.

what i need to finish compile?? vdrift version is 26.12.2007. PLZ help!
Find all posts by this user
Quote this message in a reply
12-29-2007, 02:47 PM
Post: #2
 
It sounds like you didn't build bullet or the bullet build failed... check the README for instructions on how to build it, or here:
In order to view links, you must have to reply to this thread.
Find all posts by this user
Quote this message in a reply
12-29-2007, 03:15 PM
Post: #3
 
ok this is work but i have next problem ;(
if i write in terminal ./scons.py i get that:
Code:
scons: Reading SConscript files ...
Checking for C++ header file GL/gl.h... (cached) yes
Checking for C++ header file GL/glu.h... (cached) yes
Checking for C++ header file SDL/SDL.h... (cached) yes
Checking for C++ header file SDL/SDL_image.h... (cached) yes
Checking for C++ header file SDL/SDL_net.h... (cached) yes
Checking for C++ header file SDL/SDL_rotozoom.h... (cached) yes
Checking for C++ header file ode/ode.h... (cached) yes
Checking for C++ header file vorbis/vorbisfile.h... (cached) yes
Checking for C header file libintl.h... (cached) yes
scons: done reading SConscript files.
scons: Building targets ...
scons: `build/vamos/body/Aerodynamic_Device.o' is up to date.
scons: `build/vamos/body/Brake.o' is up to date.
scons: `build/vamos/body/Car.o' is up to date.
scons: `build/vamos/body/Clutch.o' is up to date.
scons: `build/vamos/body/Contact_Point.o' is up to date.
scons: `build/vamos/body/Differential.o' is up to date.
scons: `build/vamos/body/Drivetrain.o' is up to date.
scons: `build/vamos/body/Engine.o' is up to date.
scons: `build/vamos/body/Exerter.o' is up to date.
scons: `build/vamos/body/Frame.o' is up to date.
scons: `build/vamos/body/Fuel_Tank.o' is up to date.
scons: `build/vamos/body/Gauge.o' is up to date.
scons: `build/vamos/body/Gl_Car.o' is up to date.
scons: `build/vamos/body/Particle.o' is up to date.
scons: `build/vamos/body/Rigid_Body.o' is up to date.
scons: `build/vamos/body/Suspension.o' is up to date.
scons: `build/vamos/body/Tire.o' is up to date.
scons: `build/vamos/body/Transmission.o' is up to date.
scons: `build/vamos/body/Wheel.o' is up to date.
scons: `build/vamos/geometry/Gl_Texture_Image.o' is up to date.
scons: `build/vamos/geometry/Inertia_Tensor.o' is up to date.
scons: `build/vamos/geometry/Linear_Interpolator.o' is up to date.
scons: `build/vamos/geometry/Material.o' is up to date.
scons: `build/vamos/geometry/Sample.o' is up to date.
scons: `build/vamos/geometry/Spline.o' is up to date.
scons: `build/vamos/geometry/Texture_Image.o' is up to date.
scons: `build/vamos/geometry/Three_Matrix.o' is up to date.
scons: `build/vamos/geometry/Three_Vector.o' is up to date.
scons: `build/vamos/geometry/Two_Point.o' is up to date.
scons: `build/vamos/world/World.o' is up to date.
scons: `build/gui/button.o' is up to date.
scons: `build/gui/calibrate.o' is up to date.
scons: `build/gui/controlgrab.o' is up to date.
scons: `build/gui/designer.o' is up to date.
scons: `build/gui/gui.o' is up to date.
scons: `build/gui/image.o' is up to date.
scons: `build/gui/label.o' is up to date.
scons: `build/gui/multi_image.o' is up to date.
scons: `build/gui/page.o' is up to date.
scons: `build/gui/slider.o' is up to date.
scons: `build/gui/spinning_car.o' is up to date.
scons: `build/gui/textbox.o' is up to date.
scons: `build/gui/toggle.o' is up to date.
g++ -o build/vdrift build/main.o build/graphics.o build/game.o build/scenegraph.o build/camera.o build/controls.o build/font.o build/forcefeedback.o build/gamestate.o build/keyman.o build/logging.o build/logo.o build/messageq.o build/model.o build/mouse.o build/multiplay.o build/net.o build/objects.o build/particles.o build/3dmath.o build/replay.o build/settings.o build/sound.o build/textures.o build/timer.o build/utility.o build/vamosworld.o build/ai.o build/configfile.o build/bezier.o build/joepack.o build/cardinfo.o build/binreloc.o build/trackmap.o build/bipointer.o build/tester.o build/vertexarray.o build/autox_track.o build/physics.o build/shader.o build/serialization.o build/track.o build/vamos/body/Aerodynamic_Device.o build/vamos/body/Brake.o build/vamos/body/Car.o build/vamos/body/Clutch.o build/vamos/body/Contact_Point.o build/vamos/body/Differential.o build/vamos/body/Drivetrain.o build/vamos/body/Engine.o build/vamos/body/Exerter.o build/vamos/body/Frame.o build/vamos/body/Fuel_Tank.o build/vamos/body/Gauge.o build/vamos/body/Gl_Car.o build/vamos/body/Particle.o build/vamos/body/Rigid_Body.o build/vamos/body/Suspension.o build/vamos/body/Tire.o build/vamos/body/Transmission.o build/vamos/body/Wheel.o build/vamos/geometry/Gl_Texture_Image.o build/vamos/geometry/Inertia_Tensor.o build/vamos/geometry/Linear_Interpolator.o build/vamos/geometry/Material.o build/vamos/geometry/Sample.o build/vamos/geometry/Spline.o build/vamos/geometry/Texture_Image.o build/vamos/geometry/Three_Matrix.o build/vamos/geometry/Three_Vector.o build/vamos/geometry/Two_Point.o build/vamos/world/World.o build/gui/button.o build/gui/calibrate.o build/gui/controlgrab.o build/gui/designer.o build/gui/gui.o build/gui/image.o build/gui/label.o build/gui/multi_image.o build/gui/page.o build/gui/slider.o build/gui/spinning_car.o build/gui/textbox.o build/gui/toggle.o -Lbuild -Lsrc -Llib -L/usr/lib -L/usr/X11R6/lib -Lbullet-2.64/out/linuxx86/optimize/libs -Lbullet-2.64/out/linux/optimize/libs -lSDL -lGL -lGLU -lSDL_image -lSDL_net -lSDL_gfx -lbulletcollision -lbulletmath -lvorbisfile
build/graphics.o: In function `FBTEXTURE_GL::End()':
/home/mirek/Desktop/vdrift/src/graphics.cpp:1049: undefined reference to `glBindFramebufferEXT'
build/graphics.o: In function `FBTEXTURE_GL::Begin(float)':
/home/mirek/Desktop/vdrift/src/graphics.cpp:1041: undefined reference to `glBindFramebufferEXT'
build/graphics.o: In function `FBTEXTURE_GL::DeInit()':
/home/mirek/Desktop/vdrift/src/graphics.cpp:1030: undefined reference to `glDeleteFramebuffersEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:1032: undefined reference to `glDeleteRenderbuffersEXT'
build/graphics.o: In function `FBTEXTURE_GL::Init(int, int, bool, bool)':
/home/mirek/Desktop/vdrift/src/graphics.cpp:942: undefined reference to `glGenFramebuffersEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:977: undefined reference to `glBindFramebufferEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:982: undefined reference to `glGenRenderbuffersEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:983: undefined reference to `glBindRenderbufferEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:984: undefined reference to `glRenderbufferStorageEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:987: undefined reference to `glFramebufferRenderbufferEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:1000: undefined reference to `glFramebufferTexture2DEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:1007: undefined reference to `glCheckFramebufferStatusEXT'
/home/mirek/Desktop/vdrift/src/graphics.cpp:1021: undefined reference to `glBindFramebufferEXT'
build/shader.o: In function `SHADER::UploadActiveShaderParameter1f(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, float)':
/home/mirek/Desktop/vdrift/src/shader.cpp:228: undefined reference to `glUniform1f'
build/shader.o: In function `SHADER::UploadActiveShaderParameter1i(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int)':
/home/mirek/Desktop/vdrift/src/shader.cpp:220: undefined reference to `glUniform1i'
build/shader.o: In function `SHADER::UploadMat16(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, float*)':
/home/mirek/Desktop/vdrift/src/shader.cpp:212: undefined reference to `glUniformMatrix4fv'
build/shader.o: In function `SHADER::EndScene()':
/home/mirek/Desktop/vdrift/src/shader.cpp:126: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:129: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:132: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:135: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:138: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:145: undefined reference to `glUniform3f'
/home/mirek/Desktop/vdrift/src/shader.cpp:159: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:162: undefined reference to `glUniform1f'
/home/mirek/Desktop/vdrift/src/shader.cpp:165: undefined reference to `glUniform1f'
collect2: ld returned 1 exit status
scons: *** [build/vdrift] Error 1
scons: building terminated because of errors.
;(
Find all posts by this user
Quote this message in a reply
12-29-2007, 10:57 PM
Post: #4
 
It looks like your GL headers are missing. What operating system are you running, what video card do you have, and what version of video drivers are you using?
Visit this user's website Find all posts by this user
Quote this message in a reply
12-30-2007, 08:16 AM
Post: #5
 
Code:
What operating system are you running
Ubuntu 7.10 Gutsy
Code:
what video card do you have
Nvidia riva tnt 2 pro
Code:
what version of video drivers are you using?
Nvidia GLX Legacy 1.0.7185+2.6.22.4-
Find all posts by this user
Quote this message in a reply
12-30-2007, 10:47 AM
Post: #6
 
I have a .deb for gutsy for the march release but I'm guessing you want the latest one that was out on the 27th
Find all posts by this user
Quote this message in a reply
12-30-2007, 10:59 AM
Post: #7
 
Sorry i want development version Tongue
Find all posts by this user
Quote this message in a reply
12-30-2007, 02:19 PM
Post: #8
 
thelusiv: can you tell him how to enable glew? I think that would fix things.

The tnt2 is an ancient card, though, and I don't know how well vdrift will work... but it should at least compile.
Find all posts by this user
Quote this message in a reply
01-19-2008, 05:00 PM
Post: #9
 
I've got an Riva TNT2 myself here [1] as well and have the same problems when compiling with scons (2007-12-26 source package).
I suspect that the vdrift code just assumes some hardware-functionality to be there at all times or something like this?

Code:
build/graphics.o: In function `FBTEXTURE_GL::End()':
/mnt/games/vdrift/src/graphics.cpp:1068: undefined reference to `glBindFramebufferEXT'
build/graphics.o: In function `FBTEXTURE_GL::Begin(float)':
/mnt/games/vdrift/src/graphics.cpp:1060: undefined reference to `glBindFramebufferEXT'
build/graphics.o: In function `FBTEXTURE_GL::DeInit()':
/mnt/games/vdrift/src/graphics.cpp:1049: undefined reference to `glDeleteFramebuffersEXT'
/mnt/games/vdrift/src/graphics.cpp:1051: undefined reference to `glDeleteRenderbuffersEXT'
build/graphics.o: In function `FBTEXTURE_GL::Init(int, int, bool, bool)':
/mnt/games/vdrift/src/graphics.cpp:960: undefined reference to `glGenFramebuffersEXT'
/mnt/games/vdrift/src/graphics.cpp:995: undefined reference to `glBindFramebufferEXT'
/mnt/games/vdrift/src/graphics.cpp:1000: undefined reference to `glGenRenderbuffersEXT'
/mnt/games/vdrift/src/graphics.cpp:1001: undefined reference to `glBindRenderbufferEXT'
/mnt/games/vdrift/src/graphics.cpp:1002: undefined reference to `glRenderbufferStorageEXT'
/mnt/games/vdrift/src/graphics.cpp:1005: undefined reference to `glFramebufferRenderbufferEXT'
/mnt/games/vdrift/src/graphics.cpp:1018: undefined reference to `glFramebufferTexture2DEXT'
/mnt/games/vdrift/src/graphics.cpp:1026: undefined reference to `glCheckFramebufferStatusEXT'
/mnt/games/vdrift/src/graphics.cpp:1040: undefined reference to `glBindFramebufferEXT'
build/shader.o: In function `SHADER::UploadActiveShaderParameter1f(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, float)':
/mnt/games/vdrift/src/shader.cpp:237: undefined reference to `glUniform1f'
build/shader.o: In function `SHADER::UploadActiveShaderParameter1i(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int)':
/mnt/games/vdrift/src/shader.cpp:229: undefined reference to `glUniform1i'
build/shader.o: In function `SHADER::UploadMat16(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, float*)':
/mnt/games/vdrift/src/shader.cpp:221: undefined reference to `glUniformMatrix4fv'
build/shader.o: In function `SHADER::EndScene()':
/mnt/games/vdrift/src/shader.cpp:135: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:138: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:141: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:144: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:147: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:154: undefined reference to `glUniform3f'
/mnt/games/vdrift/src/shader.cpp:168: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:171: undefined reference to `glUniform1f'
/mnt/games/vdrift/src/shader.cpp:174: undefined reference to `glUniform1f'
collect2: ld returned 1 exit status
scons: *** [build/vdrift] Error 1
scons: building terminated because of errors.

Code:
$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.3
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control
client glx vendor string: NVIDIA Corporation
client glx version string: 1.3
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_NV_float_buffer
GLX version: 1.3
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: RIVA TNT2/AGP/3DNOW!
OpenGL version string: 1.5.3 NVIDIA 71.85
OpenGL extensions:
    GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_point_parameters,
    GL_ARB_texture_env_add, GL_ARB_texture_mirrored_repeat,
    GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_window_pos,
    GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra,
    GL_EXT_compiled_vertex_array, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_stencil_wrap,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,
    GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array,
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_fog_distance,
    GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4, GL_SGIS_multitexture,
    GL_SUN_slice_accum

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x23 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x24 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x25 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x26 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x27 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x28 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x29 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x2a 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x2b 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x2c 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x2d 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x2e 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x2f 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x30 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None

EDIT: Additional info ... when I tried to run the binaries in the VDrift-2007-03-23-xxxx-2.package packages (which i could not install normally btw. because of some autopackage version mismatch but I had to unpack it manually) I could start the binary and navigate the menu, but the actual game did end with a segfault (I'm guessing because of the GL stuff).

Great game, I'm looking forward to play it Smile
Werner

[1] It's funny how many of these cards (or similar "powerful" ones) are still around Smile I'm actually playing Nexuiz and some other 3D games with it and it didn't yet dissapoint (except for the driver policy of nvidia)
Find all posts by this user
Quote this message in a reply
01-19-2008, 07:02 PM
Post: #10
 
Just did some glew tests ... exchanging #include <GL> and glu.h with #include <GL> in pch.h and adapting src/Sconscript (GL + GLU -> GLEW) finally let the compile run through. When the binary is executed the init of the graphics card doesn't work though (maybe I missed something? I'm not that experienced with C headers & linking)

Code:
[New Thread 0xb6d25900 (LWP 3101)]
Run with -verbose for troubleshooting.
Run with -nosound to disable sound.
Run with -benchmark to play a replay and output benchmark data.
0 joystick(s) found:
Extension not supported: GL_ARB_multisample
Extension not supported: GL_EXT_texture_filter_anisotropic
Extension not supported: GL_ARB_texture_cube_map
Extension not supported: GL_ARB_fragment_program
Extension not supported: GL_ARB_texture_rectangle
Extension not supported: GL_ARB_depth_texture
Extension not supported: GL_ARB_shadow
Extension not supported: GL_EXT_framebuffer_object
Card supports: drawbuf600 auxbuf4 multitexturing2
Card does not support: antialiasing anisotropy cubemapping shaders texture_rectangle depth_texture shadow framebuffer_objects
OpenGL error during graphics init

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6d25900 (LWP 3101)]
0x00000000 in ?? ()
(gdb) bt
#0  0x00000000 in ?? ()
#1  0x08062371 in GAME::LoadingScreen (this=0x821c040, loadtext=@0xbfe43794) at src/game.cpp:690
#2  0x0806780e in GAME::Start (this=0x821c040, args=@0xbfe43860) at src/game.cpp:1463
#3  0x08051214 in main (argc=2, argv=0xbfe43924) at src/main.cpp:26

Werner
Find all posts by this user
Quote this message in a reply
01-19-2008, 08:24 PM
Post: #11
 
I changed 4 things (these are just hacks, no real solution. I do not know what I'm doing Wink) in order to make the game work here:
  • Changed from gl+glu to glew in pch.h and SConscript
  • Disable GAME::LoadingScreen (there is this "GL_TEXTURE0_ARB" stuff in there that causes a crash here) - is there a better solution?
  • Aborted an endless loop in SETTINGS::GetValidVideoModes with a break - a quick hack as well.
  • Disable a gl comamnd in SHADER_MANAGER::EndScene
Code:
Index: include/pch.h
===================================================================
--- include/pch.h    (Revision 1914)
+++ include/pch.h    (Arbeitskopie)
@@ -14,8 +14,7 @@
#ifdef WIN32
    #include <GL>
#endif
-    #include <GL>
-    #include <GL>
+    #include <GL>
    #include <GL>
    #include <SDL>
    #include <SDL>
Index: src/settings.cpp
===================================================================
--- src/settings.cpp    (Revision 1914)
+++ src/settings.cpp    (Arbeitskopie)
@@ -908,6 +908,7 @@
                modes.push_back( r );
            }
        }
+        break;    /** @todo hackhack */
    }

    // sort vector by (w*h)
Index: src/shader.cpp
===================================================================
--- src/shader.cpp    (Revision 1914)
+++ src/shader.cpp    (Arbeitskopie)
@@ -117,7 +117,7 @@
        throw EXCEPTION(__FILE__,__LINE__,"Beginning a scene without any active shader!");
    }*/
    
-    glUseProgramObjectARB(0);
+    /** glUseProgramObjectARB(0); @todo hackhack */
}

void SHADER::EndScene()
Index: src/game.cpp
===================================================================
--- src/game.cpp    (Revision 1914)
+++ src/game.cpp    (Arbeitskopie)
@@ -669,6 +669,8 @@

void GAME::LoadingScreen(string loadtext)
{
+#if 0
+/** @todo hackhack */
    glPushAttrib(GL_ALL_ATTRIB_BITS);
    
    string loadtexbase(settings.GetSkinPath()+"/textures/");
@@ -746,6 +748,7 @@
    GLfloat seconds = (t - T0) / 1000.0;
    fps = 1 / seconds;
    T0 = t;*/
+#endif
}

/*void GAME::ApplyScaleBias(float scale, float bias)
Index: src/SConscript
===================================================================
--- src/SConscript    (Revision 1914)
+++ src/SConscript    (Arbeitskopie)
@@ -117,7 +117,7 @@
else:
    local_env.ParseConfig('sdl-config --cflags --libs')
    local_env.Append(LIBPATH = ['/usr/X11R6/lib', '#bullet-2.64/out/linuxx86/optimize/libs', '#bullet-2.64/out/linux/optimize/libs'])
-    libs_link = ['GL', 'GLU', common_libs]
+    libs_link = ['GLEW', common_libs]

local_env.Append(LIBS = libs_link)


With this I can play the game and it runs quite smooth. Of course there are some things missing, but it's playable.
I still get the "OpenGL error during graphics init" error on startup of course. Big Grin

It seems to be quite easy to get VDrift to work on older hardware. Wink
I think the problems i had to work around may be solved in a similar way as on win32?

edit Dammit, this message board seems to swallow some of the code (mind the missing "gl.h" and "glu.h" in the headers). fortunately the diff is kinda short&easy Wink

Werner
Find all posts by this user
Quote this message in a reply
01-21-2008, 12:15 AM
Post: #12
 
You should not necessarily have to remove GL and GLU, just adding the GLEW library as you did in the SConscript file should work. Joe, could you give some feedback on the things he had to comment out - should those be necessary?

p.s. Joe I told you it would be useful to include GLEW on platforms besides Windows. Wink
Visit this user's website Find all posts by this user
Quote this message in a reply
01-21-2008, 09:23 PM
Post: #13
 
You win....
Find all posts by this user
Quote this message in a reply
01-21-2008, 09:58 PM
Post: #14
 
:mrgreen: OK I enabled GLEW by default for Linux in the latest SVN.

hoehrer, I don't think you should have had to change any code. Try disabling shaders in your ~/.vdrift/VDrift.config and see if that fixes the problems you had.
Visit this user's website Find all posts by this user
Quote this message in a reply
01-22-2008, 03:27 PM
Post: #15
 
Ok, thanks. I'll do that as soon as i get VDrift to compile again (grahh, i hate stuff like that)

For some reason I can't link bulletcollision anymore (even if I do the configure+jam stuff again or use scons -c before compilation)
Code:
g++ -o build/vdrift build/main.o build/graphics.o build/game.o build/scenegraph.o build/camera.o build/controls.o build/font.o build/forcefeedback.o build/gamestate.o build/keyman.o build/logging.o build/logo.o build/messageq.o build/model.o build/mouse.o build/multiplay.o build/net.o build/objects.o build/particles.o build/3dmath.o build/replay.o build/settings.o build/sound.o build/textures.o build/timer.o build/utility.o build/vamosworld.o build/ai.o build/configfile.o build/bezier.o build/joepack.o build/cardinfo.o build/binreloc.o build/trackmap.o build/bipointer.o build/tester.o build/vertexarray.o build/autox_track.o build/physics.o build/shader.o build/serialization.o build/track.o build/vamos/body/Aerodynamic_Device.o build/vamos/body/Brake.o build/vamos/body/Car.o build/vamos/body/Clutch.o build/vamos/body/Contact_Point.o build/vamos/body/Differential.o build/vamos/body/Drivetrain.o build/vamos/body/Engine.o build/vamos/body/Exerter.o build/vamos/body/Frame.o build/vamos/body/Fuel_Tank.o build/vamos/body/Gauge.o build/vamos/body/Gl_Car.o build/vamos/body/Particle.o build/vamos/body/Rigid_Body.o build/vamos/body/Suspension.o build/vamos/body/Tire.o build/vamos/body/Transmission.o build/vamos/body/Wheel.o build/vamos/geometry/Gl_Texture_Image.o build/vamos/geometry/Inertia_Tensor.o build/vamos/geometry/Linear_Interpolator.o build/vamos/geometry/Material.o build/vamos/geometry/Sample.o build/vamos/geometry/Spline.o build/vamos/geometry/Texture_Image.o build/vamos/geometry/Three_Matrix.o build/vamos/geometry/Three_Vector.o build/vamos/geometry/Two_Point.o build/vamos/world/World.o build/gui/button.o build/gui/calibrate.o build/gui/controlgrab.o build/gui/designer.o build/gui/gui.o build/gui/image.o build/gui/label.o build/gui/multi_image.o build/gui/page.o build/gui/slider.o build/gui/spinning_car.o build/gui/textbox.o build/gui/toggle.o -Lbuild -Lsrc -Llib -L/usr/lib -L/usr/X11R6/lib -Lbullet-2.64/out/linux/optimize/libs -Lbullet-2.64/out/linux/optimize/libs -lSDL -lGL -lGLU -lGLEW -lSDL_image -lSDL_net -lSDL_gfx -lbulletcollision -lbulletmath -lvorbisfile
/usr/bin/ld: cannot find -lbulletcollision
collect2: ld returned 1 exit status
scons: *** [build/vdrift] Error 1
scons: building terminated because of errors.

Any ideas? It's as if i didn't even compile the bullet stuff.
If this is unrelated to the GLEW stuff (most probably) I can start a new thread to avoid noise here. Smile

Werner
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)