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> In article <D356C1C6-86C5-48B4-A6A1-6651FDC5D29F-U2aaWHWG7rTnLLbYC8q3ug@public.gmane.org>,
> imm <ian-U2aaWHWG7rTnLLbYC8q3ug@public.gmane.org> wrote:
>
> > I'm still using the stable mingw - 3.4.2 or something, I think?
> > Anyway, no gettimeofday...
>
> I was forced to the testing builds since I needed gcc 4.
> I must say I had less problems with gcc 4 overall than gcc 3.
OK - we've been using the mingw 3.4.2 here for a good while here, with
no real issues... It's been very good, in general. Sounds like the 4.x
will be even better, then.
For our embedded code (which is mainly PPC these days, admittedly) we've
seen some performance gains with the 4.x series...
> Ok, I added support for traditional 2^n textures.
> I updated the source at the same place:
>
> http://www.develer.com/~wavexx/regame/regame.tar.gz
Yup, that seems to have got it. I have some very minor "observations"
from the build, if you are interested?
> I found that the TEXTURE_RECTANGLE (and NON_POWER_OF_TWO)
> extensions are
> surprisingly unsupported on ATI except for a few random
> models (and with
> bugs).
Hmm, this machine has an intel 82945G, and it also seems to be similarly
"weak" in its GL support...
> Ironically, the same boards on Mac seem to have no problems...
Maybe they think that on win32 everyone uses DirectX and they don't even
try to get the GL working?
Cheers,
--
Ian
SELEX Sensors and Airborne Systems Limited
Registered Office: Sigma House, Christopher Martin Road, Basildon, Essex SS14 3EL
A company registered in England & Wales. Company no. 02426132
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