games/tome4: use the correct GL type and fix a pasto to appease llvm22

This commit is contained in:
naddy
2026-06-16 16:47:31 +00:00
parent eeef6767d6
commit 5b05a9d14c
4 changed files with 48 additions and 0 deletions
+1
View File
@@ -11,6 +11,7 @@ COMMENT-data = data for Tales of Maj'Eyal
V = 1.7.6
PKGNAME = tome4-${V}
REVISION = 0
CATEGORIES = games x11
SITES = https://te4.org/dl/t-engine/
@@ -0,0 +1,13 @@
Index: src/display_sdl.c
--- src/display_sdl.c.orig
+++ src/display_sdl.c
@@ -77,6 +77,6 @@ GLuint gl_c_fbo = 0;
GLuint gl_c_shader = 0;
int nb_draws = 0;
int gl_c_vertices_nb = 0, gl_c_texcoords_nb = 0, gl_c_colors_nb = 0;
-GLfloat *gl_c_vertices_ptr = NULL;
-GLfloat *gl_c_texcoords_ptr = NULL;
-GLfloat *gl_c_colors_ptr = NULL;
+GLvoid *gl_c_vertices_ptr = NULL;
+GLvoid *gl_c_texcoords_ptr = NULL;
+GLvoid *gl_c_colors_ptr = NULL;
@@ -0,0 +1,18 @@
Index: src/physfs/physfs.c
--- src/physfs/physfs.c.orig
+++ src/physfs/physfs.c
@@ -68,12 +68,13 @@ extern const PHYSFS_Archiver __PHYSFS_Archiver_M
extern const PHYSFS_ArchiveInfo __PHYSFS_ArchiveInfo_WAD;
extern const PHYSFS_Archiver __PHYSFS_Archiver_WAD;
extern const PHYSFS_Archiver __PHYSFS_Archiver_DIR;
+extern const PHYSFS_ArchiveInfo __PHYSFS_ArchiveInfo_BIND_PHYSFS;
extern const PHYSFS_Archiver __PHYSFS_Archiver_BIND_PHYSFS;
static const PHYSFS_ArchiveInfo *supported_types[] =
{
- &__PHYSFS_Archiver_BIND_PHYSFS,
+ &__PHYSFS_ArchiveInfo_BIND_PHYSFS,
#if (defined PHYSFS_SUPPORTS_ZIP)
&__PHYSFS_ArchiveInfo_SUBZIP,
&__PHYSFS_ArchiveInfo_ZIP,
+16
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@@ -0,0 +1,16 @@
Index: src/tgl.h
--- src/tgl.h.orig
+++ src/tgl.h
@@ -70,9 +70,9 @@ extern int nb_draws;
}
extern int gl_c_vertices_nb, gl_c_texcoords_nb, gl_c_colors_nb;
-extern GLfloat *gl_c_vertices_ptr;
-extern GLfloat *gl_c_texcoords_ptr;
-extern GLfloat *gl_c_colors_ptr;
+extern GLvoid *gl_c_vertices_ptr;
+extern GLvoid *gl_c_texcoords_ptr;
+extern GLvoid *gl_c_colors_ptr;
#define glVertexPointer(nb, t, v, p) \
{ \
if ((p) != gl_c_vertices_ptr || (nb) != gl_c_vertices_nb) { glVertexPointer((nb), (t), (v), (p)); gl_c_vertices_ptr=(p); gl_c_vertices_nb = (nb); } \