valkraider wrote:But aside from that - why does everyone keep mentioning the PPC and the endian issue? All currently shipping Macs run Intel processors.
and what about me with my G5 PPC mac? or my friends who only have macs who i'm trying to get to play spring?
just because the current version is intel doesnt mean everyones got one
Better an Intel Mac version as no Mac version
Having said that, since the game runs with only minor issues I suppose it's not much work to fix it to display textures correctly on PPC machines. IF this is an endian issue that is.
I don't generally read the forums so I missed this earlier.
The texturing bugs have been fixed for a while now and currently reside in the krysole-texture branch. I haven't been able to work on spring since uni went back (too much uni work, not to mention the paid for variety;)
I won't post instructions on how to get the code to work for now but if you happen to understand the structure of the svn, you need to switch the rts directory (ONLY) to the krysole-texture/rts directory. This is because I accidently copied trunk instead of just trunk/rts;)
Once I get some time i'll write a small compatibility layer which will allow code that I haven't ported to the newer texture loader to continue using the old CBitmap code (simply redirected to the new loader), but eventually I intend to remove the CBitmap code.
The new interfaces work on both windows and mac os (and presumably linux too but I haven't had time to test it yet). The last merge isn't complete in the svn so you need to go back a one or two revisions (the new map loader uses DevIL directly and I didn't manage to fully port it over before I ran out of time to work on spring).
___________________
On another note. A lot of people believe that Mac OS == BSD or something similar to this. Just to briefly explaing the architecture, the bsd compatible kernel is indeed the heart of mac os, but the Mac libraries (Cocoa and Carbon) which are used to write 'real' mac os appliations are NOT written on the BSD libraries. They sit side-by-side, you can write cmd line applications using the bsd libraries (and possibly X11 apps but please don't, they aren't generally well looked on or easy to use), or Mac OS Applications using cocoa/carbon.
The porting process I've been doing is moving the APIs that are used for things like game configuration which are not tied to SDL over to their mac equivelents, and making sure the deps still work properly. Quite alot of the code is still shared with the bsd compatible linux code, however (like the filesystem code).