[quake3] Quake 3 Raytracing Patch
daniel at brightfire.com
Thu Mar 6 17:28:09 EST 2008
It patched quite a few of the files. The last successful patch was of:
it chokes on code/rapido/src/packet.h and the line is a blank one ("+").
It is possible there is a non-printable ASCII character in there of
I'll keep investigating but I am not a patch expert by any means.
Below is the section it chokes on and I have marked the line stating CHOKES
+ int visitedInnerNodes, visitedLeaves;
+ int intersectedTriangles;
+ } staticStats, dynamicStats;
+ inline packet(ray *rays) : triangle4(NoHit4), distance4(Infinity4)
+ for(int i = 0; i < 4; ++i) this->rays[i] = rays + i;
+ <<<<<========== CHOKES HERE line number 10565
+ __m128 xy10 = _mm_setzero_ps(), zw10 = _mm_setzero_ps();
+ __m128 xy32 = _mm_setzero_ps(), zw32 = _mm_setzero_ps();
+ xy10 = _mm_loadl_pi(xy10, (__m64 *)&rays.origin.x);
+ zw10 = _mm_loadl_pi(zw10, (__m64 *)&rays.origin.z);
On 3/6/08, Stephan Reiter <stephan.reiter at gmail.com> wrote:
> Hmm, that's odd. I added the new files with "svn add" and then execuated a
> "svn diff" to create the patch.
> Should have worked, I guess ... Any ideas about what might be wrong?
> Am 06.03.2008 um 22:44 schrieb Daniel Lord:
> Had a few minutes on my hands so I tried it:
> Error: "patch: *** malformed patch at line 10565:"
> Didn't get too far ;-)
> On 3/6/08, Stephan Reiter <stephan.reiter at gmail.com> wrote:
> > I've fetched the latest revision of ioquake3 (1270) and embedded the
> > raytracer. You can download a patch here:
> > http://myfreefilehosting.com/f/129de03d75_0.08MB
> > Please note the following:
> > 1. Before compiling the engine go to code/renderer/rapido and compile
> > the
> > raytracing library first. Maybe someone can modify the ioquake3-makefile
> > to
> > take care of this automatically.
> > 2. This has been tested only on a Ubuntu 64-bit system. There will most
> > certainly be bugs on other platforms (I didn't come around to testing
> > this
> > on my Mac as I wanted it to get out asap), if you manage to compile it,
> > that
> > is ...
> > 3. The raytracing library 'Rapido' is still incomplete. I've also
> > removed
> > some features that aren't required for this project.
> > 4. You'll notice that several other things are still missing, e.g.
> > lightmap
> > support or some entity shading related things ...
> > I hope I didn't forget any files when building the patch. In case you're
> > experiencing problems compiling the code, please send me a message.
> > Some screenshot goodness:
> > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced
> > Looking forward to hearing from the brave that try this, :-)
> > Stephan
> > ---
> > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org
> > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50
> Some people building C++/Obj-C code on OS X with Xcode and who have a
> problem to solve think: "I know, I'll use the Boost Libraries". Now they
> have two problems--three if they are planning on using Boost for regular
Some people building C++/Obj-C code on OS X with Xcode and who have a
problem to solve think: "I know, I'll use the Boost Libraries". Now they
have two problems--three if they are planning on using Boost for regular
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