![]() armv7l-unknown-linux-gnueabihfĬhecking target system type. Hunk #1 succeeded at 89 (offset 6 lines).Ĭhecking host system type. Patching file js/src/frontend/BytecodeCompiler.cpp Hunk #6 succeeded at 2461 (offset 17 lines). Patching file js/src/builtin/TypedObject.cpp Hunk #1 succeeded at 1734 (offset -55 lines). Patching file js/src/jit/MCallOptimize.cpp Hunk #1 succeeded at 338 (offset 1 line). Patching file js/src/jit/BaselineCompiler.cpp enable-shared-js -enable-gcgenerational -disable-tests -without-intl-api SpiderMonkey build options: -enable-shared-js -enable-gcgenerational -disable-tests -without-intl-api Updating bundled third-party dependencies. Does anyone have a low resolution texture pack for 0.A.D I could try? I'm going to do some more research over the next few days and see if it's bugs in the driver, handling shaders, etc. I think it's not just a texture problem because on the OpenMW forum they found that their game DOES run but with pink shapes: The game crashes with any VRAM amount set. I remember it also not working at 224mb though.Īlso left a post over at the Xonotic forums for DivVerent who created S2TC (the free encoder/decoder for S3TC) as he might be able to help me come up with some on-the-fly decoding solution for the S3TC textures 0 A.D uses. I've currently got 64mb VRAM set so I'll increase this and see if it helps. ![]() WARNING: Fancy Effects framebuffer object incomplete: 0x8CDDĭraw call returned Invalid argument. Here's the important business from the Terminal:ĮRROR: CRenderer::EndFrame: GL errors 1285 occurred
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