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This looks like a great project. Here are the issues I'm getting:
error: call of overloaded ‘abs(TA3D::uint64)’ is ambiguous
I get this error in src/ta3d/src/mesh/3do.cpp and also 3dm.cpp and s3o.cpp all for a similar call to abs. You're doing some kind of crazy math on the result of msectimer(). Anyway, adding an explicit cast e.g. to long int fixes it.
error: ‘sqrt’ is not a member of ‘std’
I get this error in src/ta3d/src/misc/grid.hxx. Just need to add #include <cmath>.
error: 'gl_PointCoord' undeclared
I get this error for src/ta3d/shaders/particle.frag. I fixed it by specifying #version 120 at the top of the shader.
I still can't get the game to run; it crashes right after the splash screen. But I'm slowly working through it.
The text was updated successfully, but these errors were encountered:
Did some more investigating. All of the TGA files used for the GUI and such are compressed with RLE, which Qt5 does not support. However even if I re-encode them uncompressed, they still won't load.
If I instead convert them to PNG they do load, but the colors look all messed up in-game. I suspect that these TGA images use some weird color map that Qt5 can't handle. In support of this theory, converting them to 8-bit RGBA PNG images makes them appear correctly in-game.
I managed to get the TGA files loaded using SOIL since it natively supports RLE compressed TGA, but now I'm also running into the same issue with all of the PCX files in the mods directory.
I've been trying to replace SOIL with ImageMagick since that can load pretty much everything but I'm having some serious issues. After wasting most of the day on this, I'm wondering: why not just convert everything to PNG? PCX is an ancient format and even TGA is not so popular these days. If you're migrating everything to Qt5, it's probably better just to do the conversion once rather than keep all of these outdated image formats around.
This looks like a great project. Here are the issues I'm getting:
error: call of overloaded ‘abs(TA3D::uint64)’ is ambiguous
I get this error in
src/ta3d/src/mesh/3do.cpp
and also3dm.cpp
ands3o.cpp
all for a similar call toabs
. You're doing some kind of crazy math on the result ofmsectimer()
. Anyway, adding an explicit cast e.g. tolong int
fixes it.error: ‘sqrt’ is not a member of ‘std’
I get this error in
src/ta3d/src/misc/grid.hxx
. Just need to add#include <cmath>
.error: 'gl_PointCoord' undeclared
I get this error for
src/ta3d/shaders/particle.frag
. I fixed it by specifying#version 120
at the top of the shader.I still can't get the game to run; it crashes right after the splash screen. But I'm slowly working through it.
The text was updated successfully, but these errors were encountered: