• [^] # Re: Testé tous les jeux :)

    Posté par . En réponse au journal Gamedev Framework 0.7.0 et 0.8.0. Évalué à 3.

    Et je suis très satisfait de savoir que sous OpenBSD, ça compile et ça fonctionne correctement.

    Ça m'encourage aussi à penser qu'il y a probablement pas trop de bugs du genre buffer overflow — des logiciels qui tournent "normalement" sous Linux ont tendance à faire segfault sous OpenBSD du fait des protections mémoire du noyau (c'est le genre de trucs qui m'arrive parfois, par exemple à un moment une version d'inkscape était inutilisable sous OpenBSD).

    Et voilà le gf_info !

    Le seul truc qui m'a fait bugguer, c'est le Platform: Linux, mais j'ai découvert qu'en fait c'est normal :

    modify SDL_GetPlatform to pretend we are Linux which allows FNA based games to run before the upstreamed change trickles down to released games

    gf 0.8.0
    Dependencies:
    - Boost: 1.66.0
    - SDL: 2.0.8 [2.0.8]
    - Freetype: 2.8.1 [2.8.1]
    System:
    - Platform: Linux
    - CPU count: 2
    - RAM size: 3752 MiB
    - Cache line size: 64 kiB
    Paths:
    - Current path: /home/anaseto/local/bin
    - Base path: 
    - Temporary directory: /tmp
    Monitors (1):
    - Monitor '22M35 22"':
     Physical size: 1920x1080
     Position: 0x0
     Modes (19):
     1920x1080 | 24 bpp | 60 Hz
     1680x1050 | 24 bpp | 60 Hz
     1600x900 | 24 bpp | 60 Hz
     1440x900 | 24 bpp | 60 Hz
     1400x1050 | 24 bpp | 60 Hz
     1280x1024 | 24 bpp | 75 Hz
     1280x1024 | 24 bpp | 60 Hz
     1280x800 | 24 bpp | 60 Hz
     1280x720 | 24 bpp | 60 Hz
     1152x864 | 24 bpp | 75 Hz
     1024x768 | 24 bpp | 75 Hz
     1024x768 | 24 bpp | 60 Hz
     832x624 | 24 bpp | 75 Hz
     800x600 | 24 bpp | 75 Hz
     800x600 | 24 bpp | 60 Hz
     800x600 | 24 bpp | 56 Hz
     720x400 | 24 bpp | 70 Hz
     640x480 | 24 bpp | 75 Hz
     640x480 | 24 bpp | 60 Hz
     Current mode: 1920x1080 | 24 bpp | 60 Hz
    GL:
    - Vendor: Intel Open Source Technology Center
    - Renderer: Mesa DRI Intel(R) Haswell Desktop 
    - Version: OpenGL ES 3.1 Mesa 13.0.6
    - Shading language version: OpenGL ES GLSL ES 3.10
    - Extensions (84):
     GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_texture_max_level 
     GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_buffer_storage 
     GL_EXT_clip_cull_distance GL_EXT_color_buffer_float GL_EXT_discard_framebuffer 
     GL_EXT_draw_buffers GL_EXT_draw_buffers_indexed GL_EXT_draw_elements_base_vertex 
     GL_EXT_gpu_shader5 GL_EXT_map_buffer_range GL_EXT_multi_draw_arrays 
     GL_EXT_polygon_offset_clamp GL_EXT_primitive_bounding_box GL_EXT_read_format_bgra 
     GL_EXT_separate_shader_objects GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks 
     GL_EXT_shader_samples_identical GL_EXT_tessellation_point_size GL_EXT_tessellation_shader 
     GL_EXT_texture_border_clamp GL_EXT_texture_buffer GL_EXT_texture_compression_dxt1 
     GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg 
     GL_EXT_texture_sRGB_decode GL_EXT_texture_type_2_10_10_10_REV GL_EXT_unpack_subimage 
     GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_context_flush_control 
     GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 
     GL_MESA_shader_integer_functions GL_NV_draw_buffers GL_NV_fbo_color_attachments 
     GL_NV_read_buffer GL_NV_read_depth GL_NV_read_depth_stencil 
     GL_NV_read_stencil GL_OES_EGL_image GL_OES_EGL_image_external 
     GL_OES_EGL_sync GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 
     GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_draw_buffers_indexed 
     GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap 
     GL_OES_get_program_binary GL_OES_gpu_shader5 GL_OES_mapbuffer 
     GL_OES_packed_depth_stencil GL_OES_primitive_bounding_box GL_OES_rgb8_rgba8 
     GL_OES_sample_shading GL_OES_sample_variables GL_OES_shader_image_atomic 
     GL_OES_shader_io_blocks GL_OES_shader_multisample_interpolation GL_OES_standard_derivatives 
     GL_OES_stencil8 GL_OES_surfaceless_context GL_OES_tessellation_point_size 
     GL_OES_tessellation_shader GL_OES_texture_3D GL_OES_texture_border_clamp 
     GL_OES_texture_buffer GL_OES_texture_float GL_OES_texture_float_linear 
     GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot 
     GL_OES_texture_stencil8 GL_OES_texture_storage_multisample_2d_array GL_OES_vertex_array_object 
    - Compressed texture formats (15):
     GL_COMPRESSED_RGB_S3TC_DXT1_EXT (0x83F0)
     GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83F1)
     GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83F2)
     GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83F3)
     ETC1_RGB8_OES (0x8D64)
     COMPRESSED_R11_EAC (0x9270)
     COMPRESSED_SIGNED_R11_EAC (0x9271)
     COMPRESSED_RG11_EAC (0x9272)
     COMPRESSED_SIGNED_RG11_EAC (0x9273)
     COMPRESSED_RGB8_ETC2 (0x9274)
     COMPRESSED_SRGB8_ETC2 (0x9275)
     COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 (0x9276)
     COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 (0x9277)
     COMPRESSED_RGBA8_ETC2_EAC (0x9278)
     COMPRESSED_SRGB8_ALPHA8_ETC2_EAC (0x9279)
    - Shader binary formats (0):
    - Parameters:
     GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
     GL_MAX_CUBE_MAP_TEXTURE_SIZE: 8192
     GL_MAX_FRAGMENT_UNIFORM_VECTORS: 4096
     GL_MAX_RENDERBUFFER_SIZE: 8192
     GL_MAX_TEXTURE_IMAGE_UNITS: 32
     GL_MAX_TEXTURE_SIZE: 8192
     GL_MAX_VARYING_VECTORS: 32
     GL_MAX_VERTEX_ATTRIBS: 16
     GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 32
     GL_MAX_VERTEX_UNIFORM_VECTORS: 4096
     GL_MAX_VIEWPORT_DIMS: 32768x32768
     GL_SUBPIXEL_BITS: 4