Re: Re: Tips for debugging D3D Textures & DirectSound?

Adam Luchjenbroers <[email protected]> Sat, 9 Oct 2004 13:39:33 +0930
Newsgroups gmane.comp.emulators.winex.devel
Message-ID <[email protected]>
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> You don't mention what kind of issues. And I certainly don't see any
> problem with it; it looks exactly as it should. And if there were a
> problem, we would have seen it with cube maps long ago. What is it you
> believe is the problem? (If you're just wondering exactly where the
> corresponding glEnable for the new target is, it's in
> GL_UpdateStageEnable, called from GL_StageUpdated, called from
> D3D_GL_update_texture_stage_states when D3D_GL_texture_map returns
> STAGE_UPDATED.)

The if block was setting gl's error # (returned via glGetError) to 0x0502 
(GL_INVALID_OPERATION). I was working off the assumption that this was 
causing some textures to fail to load (got most of them loading, just the 
loading screens to go and a rendering glitch in the unit-painter where a 
texture is rendered WAY oversize).

What I think I might do is print myself out a copy of texstate.c and go 
through with a high-lighter (helped loads for texture.c). I assume it would 
be ideal to set priv->texture_target[Stage] appropriately earlier in the 
texture pipeline.

The other thing I notice is the use of variables State and state in 
D3D_GL_texture_map. As C is case-sensitive these are two seperate variables 
yet I don't see state defined anywhere... is it a global or something?

Also got started on finding out why sound doesn't work. It seems to be 
independant of whether OSS or ALSA is used and is also unaffected by mmap. 
There is however, nothing that really stands out in a trace log of +dsound,
+wave except for the following:
warn:dsound:DSOUND_MixCancelAt (0x553a5f70, 4096), buf_mixpos=4176
- -- 
"You can bring any calculator you like to the midterm, as long as it doesn't 
dim the lights when you turn it on." - Hepler, Systems Design 182
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