hi
I want to make a physics playground for the openmoko freerunner http://www.openmoko.org/ (arm cpu).
I decided to run the Demo1 from svn (Rev 27) to test the device. As it has no opengl support yet, I rewrote the drawing function (in main.c) to use libcairo in a GTK window. I didn't change any chipmunk code. The resulting code can be downloaded from here: http://wenner.ch/files/public/simon/tmp ... est.tar.gz
Drop the two files into ./src and run: gcc -Wall -O3 -std=gnu99 -ffast-math *.c `pkg-config --libs --cflags gtk+-2.0` -o moko-test
The problem: The app runs fine on my x86 Debian Linux box. It looks exacly like the OpenGl version. But if I crosscompile it for arm and run it on my Freerunner the collision does not work anymore. The box in Demo1 just falls through the stairs. I tried huge update and drawing intervals as I thought It is a performace problem, but it didn't change anything.
Chipmunk seems to run on the iphone, which is arm too, isn't it? So it should run. Or are there any architecture specific changes needed? I'm not familiar with this architecture yet.
It would be nice if someone could enlighten me.
Cheers,
Simon
Edit: typo
No collision on the Openmoko Freerunner
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- slembcke
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Re: No collision on the Openmoko Freerunner
Try it without --ffast-math maybe. It could be causing GCC to optimize out certain cases relating to infinity or NaNs that Chipmunk uses. I use it on PPC/x86/iPhone, but I think the FPUs on those processors simply do it all in hardware anyway.
Can't sleep... Chipmunks will eat me...
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Re: No collision on the Openmoko Freerunner
Your hint was correct. I realised that my biuldsystem (official Openmoko Toolchain) added even additional parameters (-fexpensive-optimizations -fomit-frame-pointer -frename-registers -Os -fpermissive -fvisibility-inlines-hidden). After removing all of them, collision works as expected.
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- slembcke
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Re: No collision on the Openmoko Freerunner
My suspicions were correct then. Good to know.
Can't sleep... Chipmunks will eat me...
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