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authorRobin H. Johnson <robbat2@gentoo.org>2015-08-08 13:49:04 -0700
committerRobin H. Johnson <robbat2@gentoo.org>2015-08-08 17:38:18 -0700
commit56bd759df1d0c750a065b8c845e93d5dfa6b549d (patch)
tree3f91093cdb475e565ae857f1c5a7fd339e2d781e /games-action/accelerator3d/files
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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.patch53
-rw-r--r--games-action/accelerator3d/files/accelerator3d-0.1.1-gllightmodel.patch11
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 000000000000..ab8637f24f28
--- /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 000000000000..b850ccfa5bab
--- /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)