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help compiling quakeGX Wii
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Eluan



Joined: 15 Jun 2008
Posts: 6
Location: Florianópolis, Brazil

PostPosted: Tue Jul 27, 2010 12:56 pm    Post subject: Reply with quote

r00k wrote:
Most of these wii ports are wrappers of openGL to GX api. So a lot of the internal workings are not as user friendly as one might assume. The only usefulness of these ports would best be to use quakeC mods on the wii. But from an engine standpoint it's a lot of work. IMHO Quake plays best using mouse+keyboard not a remote+nunchuck, so most mods lose functionality... Neutral


That sure isn't completely true, QuakeGX uses no wrappers, I ported the code myself.

The general ugliness of the glquake renderer remained, but that was because the similarities between GX and GL allowed me to port the code without completely rewriting the renderer.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Thu Jul 29, 2010 6:30 am    Post subject: Reply with quote

My bad, the #include <ogc/gx.h> file wasnt included in the .tar so I assumed the opengl calls were re#defined there...
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