diff options
author | Robin H. Johnson <robbat2@gentoo.org> | 2015-08-08 13:49:04 -0700 |
---|---|---|
committer | Robin H. Johnson <robbat2@gentoo.org> | 2015-08-08 17:38:18 -0700 |
commit | 56bd759df1d0c750a065b8c845e93d5dfa6b549d (patch) | |
tree | 3f91093cdb475e565ae857f1c5a7fd339e2d781e /games-action/accelerator3d/files | |
download | gentoo-56bd759df1d0c750a065b8c845e93d5dfa6b549d.tar.gz gentoo-56bd759df1d0c750a065b8c845e93d5dfa6b549d.tar.xz |
proj/gentoo: Initial commit
This commit represents a new era for Gentoo:
Storing the gentoo-x86 tree in Git, as converted from CVS.
This commit is the start of the NEW history.
Any historical data is intended to be grafted onto this point.
Creation process:
1. Take final CVS checkout snapshot
2. Remove ALL ChangeLog* files
3. Transform all Manifests to thin
4. Remove empty Manifests
5. Convert all stale $Header$/$Id$ CVS keywords to non-expanded Git $Id$
5.1. Do not touch files with -kb/-ko keyword flags.
Signed-off-by: Robin H. Johnson <robbat2@gentoo.org>
X-Thanks: Alec Warner <antarus@gentoo.org> - did the GSoC 2006 migration tests
X-Thanks: Robin H. Johnson <robbat2@gentoo.org> - infra guy, herding this project
X-Thanks: Nguyen Thai Ngoc Duy <pclouds@gentoo.org> - Former Gentoo developer, wrote Git features for the migration
X-Thanks: Brian Harring <ferringb@gentoo.org> - wrote much python to improve cvs2svn
X-Thanks: Rich Freeman <rich0@gentoo.org> - validation scripts
X-Thanks: Patrick Lauer <patrick@gentoo.org> - Gentoo dev, running new 2014 work in migration
X-Thanks: Michał Górny <mgorny@gentoo.org> - scripts, QA, nagging
X-Thanks: All of other Gentoo developers - many ideas and lots of paint on the bikeshed
Diffstat (limited to 'games-action/accelerator3d/files')
-rw-r--r-- | games-action/accelerator3d/files/accelerator3d-0.1.1-gentoo-paths.patch | 53 | ||||
-rw-r--r-- | games-action/accelerator3d/files/accelerator3d-0.1.1-gllightmodel.patch | 11 |
2 files changed, 64 insertions, 0 deletions
diff --git a/games-action/accelerator3d/files/accelerator3d-0.1.1-gentoo-paths.patch b/games-action/accelerator3d/files/accelerator3d-0.1.1-gentoo-paths.patch new file mode 100644 index 00000000000..ab8637f24f2 --- /dev/null +++ b/games-action/accelerator3d/files/accelerator3d-0.1.1-gentoo-paths.patch @@ -0,0 +1,53 @@ +--- accelerator.py.old 2006-04-18 21:51:28.000000000 +0200 ++++ accelerator.py 2006-04-18 22:07:28.000000000 +0200 +@@ -72,7 +72,7 @@ + # default parameters on it (min/mag filters, wrapping). + def __init__(self,texfile,mipmap = False): + global activeTexture +- filename = os.path.join('gfx',texfile) ++ filename = os.path.join('@GENTOO_DATADIR@',texfile) + image = pygame.image.load(filename) + data = pygame.image.tostring(image,'RGBX') + self.__texref = glGenTextures(1) +@@ -599,8 +599,8 @@ + for i in xrange(len(self.__menu[j][0])): + font.addString(self.__menu[j][0][i]) + if (soundon): +- self.__browsesound = pygame.mixer.Sound(os.path.join('snd','menu_browse.wav')) +- self.__selectsound = pygame.mixer.Sound(os.path.join('snd','menu_select.wav')) ++ self.__browsesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','menu_browse.wav')) ++ self.__selectsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','menu_select.wav')) + + def doLoop(self): + global elapsed, z_increment, font +@@ -792,19 +792,19 @@ + + # sound! + if soundon: +- self.__shootsound = pygame.mixer.Sound(os.path.join('snd','shoot.wav')) +- self.__cluonsound = pygame.mixer.Sound(os.path.join('snd','cluon.wav')) +- self.__bogonsound = pygame.mixer.Sound(os.path.join('snd','bogon.wav')) +- self.__shipdeadsound = pygame.mixer.Sound(os.path.join('snd','ship_explode.wav')) +- self.__shocksound = pygame.mixer.Sound(os.path.join('snd','electricshock.wav')) +- self.__thudsound = pygame.mixer.Sound(os.path.join('snd','thud.wav')) +- self.__enginesound = pygame.mixer.Sound(os.path.join('snd','engine.wav')) +- self.__chargesound = pygame.mixer.Sound(os.path.join('snd','neon.wav')) ++ self.__shootsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','shoot.wav')) ++ self.__cluonsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','cluon.wav')) ++ self.__bogonsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','bogon.wav')) ++ self.__shipdeadsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','ship_explode.wav')) ++ self.__shocksound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','electricshock.wav')) ++ self.__thudsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','thud.wav')) ++ self.__enginesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','engine.wav')) ++ self.__chargesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','neon.wav')) + self.__chargeplaying = False +- self.__scrapesound = pygame.mixer.Sound(os.path.join('snd','scrape.wav')) ++ self.__scrapesound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','scrape.wav')) + self.__scrapeplaying = False +- self.__slamsound = pygame.mixer.Sound(os.path.join('snd','slam.wav')) +- self.__phlogsound = pygame.mixer.Sound(os.path.join('snd','phlogiston.wav')) ++ self.__slamsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','slam.wav')) ++ self.__phlogsound = pygame.mixer.Sound(os.path.join('@GENTOO_DATADIR@','phlogiston.wav')) + + # reserve channel 0 for bullet sounds + pygame.mixer.set_reserved(2) diff --git a/games-action/accelerator3d/files/accelerator3d-0.1.1-gllightmodel.patch b/games-action/accelerator3d/files/accelerator3d-0.1.1-gllightmodel.patch new file mode 100644 index 00000000000..b850ccfa5ba --- /dev/null +++ b/games-action/accelerator3d/files/accelerator3d-0.1.1-gllightmodel.patch @@ -0,0 +1,11 @@ +--- accelerator.py ++++ accelerator.py +@@ -274,7 +274,7 @@ + glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE) + glMaterialfv(GL_FRONT,GL_SHININESS,128) + glMaterialfv(GL_FRONT,GL_SPECULAR,(0.5,0.5,0.5,1)) +- glLightModel(GL_LIGHT_MODEL_COLOR_CONTROL_EXT,GL_SEPARATE_SPECULAR_COLOR_EXT) # GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR ++ glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT,GL_SEPARATE_SPECULAR_COLOR_EXT) # GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR + glEnable(GL_LINE_SMOOTH) + glEnable(GL_NORMALIZE) + #glPolygonMode(GL_FRONT,GL_LINE) |