Bug#463674: possible sollution

Evgeni Golov sargentd at die-welt.net
Fri Apr 11 22:19:23 UTC 2008

On Thu, 10 Apr 2008 21:20:03 +0200 Evgeni Golov wrote:

> Any ideas how to fix this? (Like a patch for the mentioned
> src/GL/SDLAppHandler.cpp).

After hacking around in that file, I think I got it working (sort of).
Can you guys (Matijs and Sven) fetch
and tell me whether it helps (or not)? It does not on my 16mb radeon,
but on my 128mb radeon (when I force it into 16bpp mode, and the
original version refuses to start).

Andy, loook what I've did:
--- adanaxisgpl-1.2.5.dfsg.1.orig/src/GL/SDLAppHandler.cpp
+++ adanaxisgpl-1.2.5.dfsg.1/src/GL/SDLAppHandler.cpp
@@ -383,7 +383,7 @@
-    m_bpp=32;
+    m_bpp=0;
     U32 sdlFlags=0;
     if (inDef.FullScreen())
@@ -407,9 +407,9 @@
-        SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
-        SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
-        SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+        SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+        SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
+        SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
         SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
         SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);

The m_bpp change is for SDL leaving the video mode preferably as it is,
and not try to change it to 32bits.
The three GLAttributes are just a reduced colordepth per channel, so it
actually fit into 16bit (why did you use 3*8 bit, but set DEPTH_SIZE to

When running 16bit, the game does not look as pretty as in 24, but hey,
it runs :)

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