diff options
author | Tristan Heaven <nyhm@gentoo.org> | 2007-06-01 18:09:07 +0000 |
---|---|---|
committer | Tristan Heaven <nyhm@gentoo.org> | 2007-06-01 18:09:07 +0000 |
commit | a97130da9511c0fab3aee509ac38297f030367d8 (patch) | |
tree | 543a02b48c319541440cf12b8969f4347afb7edc /dev-games/irrlicht/files | |
parent | old (diff) | |
download | gentoo-2-a97130da9511c0fab3aee509ac38297f030367d8.tar.gz gentoo-2-a97130da9511c0fab3aee509ac38297f030367d8.tar.bz2 gentoo-2-a97130da9511c0fab3aee509ac38297f030367d8.zip |
rm old versions
(Portage version: 2.1.2.9)
Diffstat (limited to 'dev-games/irrlicht/files')
-rw-r--r-- | dev-games/irrlicht/files/digest-irrlicht-0.14.0 | 3 | ||||
-rw-r--r-- | dev-games/irrlicht/files/digest-irrlicht-1.1 | 3 | ||||
-rw-r--r-- | dev-games/irrlicht/files/digest-irrlicht-1.1-r1 | 3 | ||||
-rw-r--r-- | dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch | 145 | ||||
-rw-r--r-- | dev-games/irrlicht/files/irrlicht-1.1-config.patch | 26 | ||||
-rw-r--r-- | dev-games/irrlicht/files/irrlicht-1.1-demoMake.patch | 14 | ||||
-rw-r--r-- | dev-games/irrlicht/files/irrlicht-1.1-gcc41.patch | 11 | ||||
-rw-r--r-- | dev-games/irrlicht/files/irrlicht-1.1-jpeg.patch | 21 | ||||
-rw-r--r-- | dev-games/irrlicht/files/irrlicht-1.2-opengl.patch (renamed from dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch) | 0 |
9 files changed, 0 insertions, 226 deletions
diff --git a/dev-games/irrlicht/files/digest-irrlicht-0.14.0 b/dev-games/irrlicht/files/digest-irrlicht-0.14.0 deleted file mode 100644 index 159c9eeb2133..000000000000 --- a/dev-games/irrlicht/files/digest-irrlicht-0.14.0 +++ /dev/null @@ -1,3 +0,0 @@ -MD5 5da8c8f4632d26f971fba2d56e04a652 irrlicht-0.14.0.zip 13925328 -RMD160 6c2abb7822a2fdb0b360983a5ad8094f7bd77eb5 irrlicht-0.14.0.zip 13925328 -SHA256 5b8c2424463cec711298edb77e25f021a11ac09950e085ebaeb8db546421dd97 irrlicht-0.14.0.zip 13925328 diff --git a/dev-games/irrlicht/files/digest-irrlicht-1.1 b/dev-games/irrlicht/files/digest-irrlicht-1.1 deleted file mode 100644 index 905f5ed5b361..000000000000 --- a/dev-games/irrlicht/files/digest-irrlicht-1.1 +++ /dev/null @@ -1,3 +0,0 @@ -MD5 c2a3606e037213555e7891f0433fa98a irrlicht-1.1.zip 15647723 -RMD160 1469ade750699b12244e0f38ea07e6a4314e696c irrlicht-1.1.zip 15647723 -SHA256 6ef74629d33b4f2cb2faa91d81cbd0f591ebce620ebfae8e4fd3fb71f1137f19 irrlicht-1.1.zip 15647723 diff --git a/dev-games/irrlicht/files/digest-irrlicht-1.1-r1 b/dev-games/irrlicht/files/digest-irrlicht-1.1-r1 deleted file mode 100644 index 905f5ed5b361..000000000000 --- a/dev-games/irrlicht/files/digest-irrlicht-1.1-r1 +++ /dev/null @@ -1,3 +0,0 @@ -MD5 c2a3606e037213555e7891f0433fa98a irrlicht-1.1.zip 15647723 -RMD160 1469ade750699b12244e0f38ea07e6a4314e696c irrlicht-1.1.zip 15647723 -SHA256 6ef74629d33b4f2cb2faa91d81cbd0f591ebce620ebfae8e4fd3fb71f1137f19 irrlicht-1.1.zip 15647723 diff --git a/dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch b/dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch deleted file mode 100644 index dcb19571b6dd..000000000000 --- a/dev-games/irrlicht/files/irrlicht-0.12.0-64bit.patch +++ /dev/null @@ -1,145 +0,0 @@ -Only tested the q3 example but this patch stopped it from segfaulting ;). - ---- source/Irrlicht/CSceneManager.h -+++ source/Irrlicht/CSceneManager.h -@@ -321,13 +321,13 @@ - textureValue = 0; - - if (n->getMaterialCount()) -- textureValue = (s32)(n->getMaterial(0).Texture1); -+ textureValue = (unsigned long)(n->getMaterial(0).Texture1); - - node = n; - } - - ISceneNode* node; -- s32 textureValue; -+ unsigned long textureValue; - - bool operator < (const DefaultNodeEntry& other) const - { ---- source/Irrlicht/CQ3LevelMesh.cpp -+++ source/Irrlicht/CQ3LevelMesh.cpp -@@ -352,15 +352,15 @@ - } - - // helper method for creating curved surfaces, sent in by Dean P. Macri. --inline f32 CQ3LevelMesh::Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], int offset) -+inline f32 CQ3LevelMesh::Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], unsigned long offset) - { - f32 res = 0.0f; -- f32 *ptr; -+ unsigned long *ptr; - - for( int i=0; i<3; i++ ) - for( int j=0; j<3; j++ ) - { -- ptr = (f32 *)( (int)v[i*3+j] + offset ); -+ ptr = (unsigned long *)( (unsigned long)v[i*3+j] + offset ); - res += s[i] * t[j] * (*ptr); - } - return res; -@@ -429,52 +429,52 @@ - - // Vert 1 - currentVertex[0].Color.set(255,255,255,255); -- currentVertex[0].Pos.X = Blend( cs, ct, v, (int)&v[0]->vPosition[0] - (int)v[0]); -- currentVertex[0].Pos.Y = Blend( cs, ct, v, (int)&v[0]->vPosition[2] - (int)v[0]); -- currentVertex[0].Pos.Z = Blend( cs, ct, v, (int)&v[0]->vPosition[1] - (int)v[0]); -- currentVertex[0].Normal.X = Blend( cs, ct, v, (int)&v[0]->vNormal[0] - (int)v[0]); -- currentVertex[0].Normal.Y = Blend( cs, ct, v, (int)&v[0]->vNormal[2] - (int)v[0]); -- currentVertex[0].Normal.Z = Blend( cs, ct, v, (int)&v[0]->vNormal[1] - (int)v[0]); -- currentVertex[0].TCoords.X = Blend( cs, ct, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]); -- currentVertex[0].TCoords.Y = Blend( cs, ct, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]); -- currentVertex[0].TCoords2.X = Blend( cs, ct, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]); -- currentVertex[0].TCoords2.Y = Blend( cs, ct, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]); -+ currentVertex[0].Pos.X = Blend( cs, ct, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]); -+ currentVertex[0].Pos.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]); -+ currentVertex[0].Pos.Z = Blend( cs, ct, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]); -+ currentVertex[0].Normal.X = Blend( cs, ct, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]); -+ currentVertex[0].Normal.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]); -+ currentVertex[0].Normal.Z = Blend( cs, ct, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]); -+ currentVertex[0].TCoords.X = Blend( cs, ct, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]); -+ currentVertex[0].TCoords.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]); -+ currentVertex[0].TCoords2.X = Blend( cs, ct, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]); -+ currentVertex[0].TCoords2.Y = Blend( cs, ct, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]); - // Vert 2 - currentVertex[1].Color.set(255,255,255,255); -- currentVertex[1].Pos.X = Blend( cs, nxt, v, (int)&v[0]->vPosition[0] - (int)v[0]); -- currentVertex[1].Pos.Y = Blend( cs, nxt, v, (int)&v[0]->vPosition[2] - (int)v[0]); -- currentVertex[1].Pos.Z = Blend( cs, nxt, v, (int)&v[0]->vPosition[1] - (int)v[0]); -- currentVertex[1].Normal.X = Blend( cs, nxt, v, (int)&v[0]->vNormal[0] - (int)v[0]); -- currentVertex[1].Normal.Y = Blend( cs, nxt, v, (int)&v[0]->vNormal[2] - (int)v[0]); -- currentVertex[1].Normal.Z = Blend( cs, nxt, v, (int)&v[0]->vNormal[1] - (int)v[0]); -- currentVertex[1].TCoords.X = Blend( cs, nxt, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]); -- currentVertex[1].TCoords.Y = Blend( cs, nxt, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]); -- currentVertex[1].TCoords2.X = Blend( cs, nxt, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]); -- currentVertex[1].TCoords2.Y = Blend( cs, nxt, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]); -+ currentVertex[1].Pos.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]); -+ currentVertex[1].Pos.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]); -+ currentVertex[1].Pos.Z = Blend( cs, nxt, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]); -+ currentVertex[1].Normal.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]); -+ currentVertex[1].Normal.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]); -+ currentVertex[1].Normal.Z = Blend( cs, nxt, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]); -+ currentVertex[1].TCoords.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]); -+ currentVertex[1].TCoords.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]); -+ currentVertex[1].TCoords2.X = Blend( cs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]); -+ currentVertex[1].TCoords2.Y = Blend( cs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]); - // Vert 3 - currentVertex[2].Color.set(255,255,255,255); -- currentVertex[2].Pos.X = Blend( nxs, ct, v, (int)&v[0]->vPosition[0] - (int)v[0]); -- currentVertex[2].Pos.Y = Blend( nxs, ct, v, (int)&v[0]->vPosition[2] - (int)v[0]); -- currentVertex[2].Pos.Z = Blend( nxs, ct, v, (int)&v[0]->vPosition[1] - (int)v[0]); -- currentVertex[2].Normal.X = Blend( nxs, ct, v, (int)&v[0]->vNormal[0] - (int)v[0]); -- currentVertex[2].Normal.Y = Blend( nxs, ct, v, (int)&v[0]->vNormal[2] - (int)v[0]); -- currentVertex[2].Normal.Z = Blend( nxs, ct, v, (int)&v[0]->vNormal[1] - (int)v[0]); -- currentVertex[2].TCoords.X = Blend( nxs, ct, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]); -- currentVertex[2].TCoords.Y = Blend( nxs, ct, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]); -- currentVertex[2].TCoords2.X = Blend( nxs, ct, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]); -- currentVertex[2].TCoords2.Y = Blend( nxs, ct, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]); -+ currentVertex[2].Pos.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]); -+ currentVertex[2].Pos.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]); -+ currentVertex[2].Pos.Z = Blend( nxs, ct, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]); -+ currentVertex[2].Normal.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]); -+ currentVertex[2].Normal.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]); -+ currentVertex[2].Normal.Z = Blend( nxs, ct, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]); -+ currentVertex[2].TCoords.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]); -+ currentVertex[2].TCoords.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]); -+ currentVertex[2].TCoords2.X = Blend( nxs, ct, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]); -+ currentVertex[2].TCoords2.Y = Blend( nxs, ct, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]); - // Vert 4 - currentVertex[3].Color.set(255,255,255,255); -- currentVertex[3].Pos.X = Blend( nxs, nxt, v, (int)&v[0]->vPosition[0] - (int)v[0]); -- currentVertex[3].Pos.Y = Blend( nxs, nxt, v, (int)&v[0]->vPosition[2] - (int)v[0]); -- currentVertex[3].Pos.Z = Blend( nxs, nxt, v, (int)&v[0]->vPosition[1] - (int)v[0]); -- currentVertex[3].Normal.X = Blend( nxs, nxt, v, (int)&v[0]->vNormal[0] - (int)v[0]); -- currentVertex[3].Normal.Y = Blend( nxs, nxt, v, (int)&v[0]->vNormal[2] - (int)v[0]); -- currentVertex[3].Normal.Z = Blend( nxs, nxt, v, (int)&v[0]->vNormal[1] - (int)v[0]); -- currentVertex[3].TCoords.X = Blend( nxs, nxt, v, (int)&v[0]->vTextureCoord[0] - (int)v[0]); -- currentVertex[3].TCoords.Y = Blend( nxs, nxt, v, (int)&v[0]->vTextureCoord[1] - (int)v[0]); -- currentVertex[3].TCoords2.X = Blend( nxs, nxt, v, (int)&v[0]->vLightmapCoord[0] - (int)v[0]); -- currentVertex[3].TCoords2.Y = Blend( nxs, nxt, v, (int)&v[0]->vLightmapCoord[1] - (int)v[0]); -+ currentVertex[3].Pos.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vPosition[0] - (unsigned long)v[0]); -+ currentVertex[3].Pos.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vPosition[2] - (unsigned long)v[0]); -+ currentVertex[3].Pos.Z = Blend( nxs, nxt, v, (unsigned long)&v[0]->vPosition[1] - (unsigned long)v[0]); -+ currentVertex[3].Normal.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vNormal[0] - (unsigned long)v[0]); -+ currentVertex[3].Normal.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vNormal[2] - (unsigned long)v[0]); -+ currentVertex[3].Normal.Z = Blend( nxs, nxt, v, (unsigned long)&v[0]->vNormal[1] - (unsigned long)v[0]); -+ currentVertex[3].TCoords.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vTextureCoord[0] - (unsigned long)v[0]); -+ currentVertex[3].TCoords.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vTextureCoord[1] - (unsigned long)v[0]); -+ currentVertex[3].TCoords2.X = Blend( nxs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[0] - (unsigned long)v[0]); -+ currentVertex[3].TCoords2.Y = Blend( nxs, nxt, v, (unsigned long)&v[0]->vLightmapCoord[1] - (unsigned long)v[0]); - // Put the vertices in the mesh buffer - meshBuffer->Vertices.push_back(currentVertex[0]); - meshBuffer->Vertices.push_back(currentVertex[2]); ---- source/Irrlicht/CQ3LevelMesh.h -+++ source/Irrlicht/CQ3LevelMesh.h -@@ -214,7 +214,7 @@ - - // second parameter i is the zero based index of the current face. - void createCurvedSurface(SMeshBufferLightMap* meshBuffer, s32 i); -- f32 Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], int offset); -+ f32 Blend( f32 s[3], f32 t[3], tBSPVertex *v[9], unsigned long offset); - - tBSPLump Lumps[kMaxLumps]; - diff --git a/dev-games/irrlicht/files/irrlicht-1.1-config.patch b/dev-games/irrlicht/files/irrlicht-1.1-config.patch deleted file mode 100644 index e6ba8795f0d6..000000000000 --- a/dev-games/irrlicht/files/irrlicht-1.1-config.patch +++ /dev/null @@ -1,26 +0,0 @@ ---- include/IrrCompileConfig.h.old 2006-09-16 12:42:28.000000000 +0200 -+++ include/IrrCompileConfig.h 2006-09-16 12:42:58.000000000 +0200 -@@ -68,7 +68,6 @@ - //! Define _IRR_USE_NON_SYSTEM_ZLIB_ to let irrlicht use the zlib which comes with irrlicht. - /** If this is commented out, Irrlicht will try to compile using the zlib installed in the system. - This is only used when _IRR_COMPILE_WITH_ZLIB_ is defined. */ --#define _IRR_USE_NON_SYSTEM_ZLIB_ - - - //! Define _IRR_COMPILE_WITH_JPEGLIB_ to enable compiling the engine using libjpeg. -@@ -79,7 +78,6 @@ - //! Define _IRR_USE_NON_SYSTEM_JPEG_LIB_ to let irrlicht use the jpeglib which comes with irrlicht. - /** If this is commented out, Irrlicht will try to compile using the jpeg lib installed in the system. - This is only used when _IRR_COMPILE_WITH_LIBJPEG_ is defined. */ --#define _IRR_USE_NON_SYSTEM_JPEG_LIB_ - - - //! Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng. -@@ -90,7 +88,6 @@ - //! Define _IRR_USE_NON_SYSTEM_LIBPNG_ to let irrlicht use the libpng which comes with irrlicht. - /** If this is commented out, Irrlicht will try to compile using the libpng installed in the system. - This is only used when _IRR_COMPILE_WITH_LIBPNG_ is defined. */ --#define _IRR_USE_NON_SYSTEM_LIB_PNG_ - - - //! Define _IRR_D3D_NO_SHADER_DEBUGGING to disable shader debugging in D3D9 diff --git a/dev-games/irrlicht/files/irrlicht-1.1-demoMake.patch b/dev-games/irrlicht/files/irrlicht-1.1-demoMake.patch deleted file mode 100644 index 56de8ca5c8e8..000000000000 --- a/dev-games/irrlicht/files/irrlicht-1.1-demoMake.patch +++ /dev/null @@ -1,14 +0,0 @@ ---- ../../examples/Demo/Makefile.old 2006-10-14 13:06:42.000000000 +0200 -+++ ../../examples/Demo/Makefile 2006-10-14 13:08:32.000000000 +0200 -@@ -2,9 +2,9 @@ - # Handwritten by me, made with Kate. So it is far from being perfect. :) - - CXX = g++ --CPPFLAGS = -I"../../include" -I"/usr/X11R6/include" -+CPPFLAGS = -I/usr/include/irrlicht - CXXFLAGS = -O3 -ffast-math --LDFLAGS = -L"/usr/X11R6/lib" -L"../../lib/Linux" -lIrrlicht -lGL -lGLU -lXxf86vm -lXext -lX11 -+LDFLAGS = -lIrrlicht -lGL -lGLU -lXxf86vm -lXext -lX11 -lpng -ljpeg - # if you enable sound add the proper library for linking - # -laudiere - # -lSDL_mixer -lSDL diff --git a/dev-games/irrlicht/files/irrlicht-1.1-gcc41.patch b/dev-games/irrlicht/files/irrlicht-1.1-gcc41.patch deleted file mode 100644 index 5f0efbe7c141..000000000000 --- a/dev-games/irrlicht/files/irrlicht-1.1-gcc41.patch +++ /dev/null @@ -1,11 +0,0 @@ ---- source/Irrlicht/CSceneManager.h.old 2006-09-16 12:15:36.000000000 +0200 -+++ source/Irrlicht/CSceneManager.h 2006-09-16 12:15:45.000000000 +0200 -@@ -146,7 +146,7 @@ - - //! Adds a skydome scene node. A skydome is a large (half-) sphere with a - //! panoramic texture on it and is drawn around the camera position. -- virtual ISceneNode* CSceneManager::addSkyDomeSceneNode(video::ITexture* texture, -+ virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture, - u32 horiRes, u32 vertRes, f64 texturePercentage, - f64 spherePercentage, ISceneNode* parent, s32 id); - diff --git a/dev-games/irrlicht/files/irrlicht-1.1-jpeg.patch b/dev-games/irrlicht/files/irrlicht-1.1-jpeg.patch deleted file mode 100644 index 0097aa28839c..000000000000 --- a/dev-games/irrlicht/files/irrlicht-1.1-jpeg.patch +++ /dev/null @@ -1,21 +0,0 @@ ---- CImageLoaderJPG.h.old 2006-10-14 12:18:56.000000000 +0200 -+++ CImageLoaderJPG.h 2006-10-14 12:19:55.000000000 +0200 -@@ -12,8 +12,6 @@ - #include "IrrCompileConfig.h" - #ifdef _IRR_COMPILE_WITH_LIBJPEG_ - extern "C" { -- #include "jpeglib/jconfig.h" -- #define JCONFIG_INCLUDED - #ifndef _IRR_USE_NON_SYSTEM_JPEG_LIB_ - #include <jpeglib.h> // use system lib - #else // _IRR_USE_NON_SYSTEM_JPEG_LIB_ ---- CImageWriterJPG.cpp.old 2006-10-14 12:20:14.000000000 +0200 -+++ CImageWriterJPG.cpp 2006-10-14 12:20:35.000000000 +0200 -@@ -10,7 +10,6 @@ - #ifdef _IRR_COMPILE_WITH_LIBJPEG_ - extern "C" - { -- #include "jpeglib/jconfig.h" - #ifndef _IRR_USE_NON_SYSTEM_JPEG_LIB_ - #include <jpeglib.h> - #include <jerror.h> diff --git a/dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch b/dev-games/irrlicht/files/irrlicht-1.2-opengl.patch index f527f22cacd5..f527f22cacd5 100644 --- a/dev-games/irrlicht/files/irrlicht-0.12.0-opengl.patch +++ b/dev-games/irrlicht/files/irrlicht-1.2-opengl.patch |