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Re: Halp Raspberry Pi Linux Babby

Posted: Sun Sep 23, 2018 10:18 pm
by SlySven
Not sure about that - I can only find Mudlet 2.1-2 for Raspbian in the output from:

Code: Select all

stephen@Ripley:~/src/mudlet-dev/Mudlet/mudlet-code$ curl -s | xz -d | grep -A 1 '^Package:' |cut -d ' ' -f 2| grep -A 1 mudlet
i.e. from the "Jessie" (oldstable) distribution; I am not seeing anything from the "Stretch" (stable), "Buster" (testing) or "Sid" (unstable) versions... On the other hand Debian testing does indeed carry Mudlet 3.1 (see ).

OTOH that is likely to be shortly disappearing according to my Inbox as I am getting a notification: "mudlet is marked for autoremoval from testing" with the following message body:

mudlet 1:3.7.1-1 is marked for autoremoval from testing on 2018-09-22

It is affected by these RC bugs:
907159: mudlet: FTBFS in buster/sid (invalid use of incomplete type 'class QTabBar')

Re: Halp Raspberry Pi Linux Babby

Posted: Sun Sep 23, 2018 11:50 pm
by Vadi

Re: Halp Raspberry Pi Linux Babby

Posted: Mon Sep 24, 2018 7:59 pm
by keneanung
According to is Mudlet only in "Jessie (oldstable)" available for armhf at all. And there it's version 2.1 as SlySven suggests above. ... ch-staging also suggests that it's not being built for armhf.

I tried my hand for a while now at compiling Mudlet for raspi, but I had no luck yet as the precompiled versions of Qt for Raspbian/Debian armhf use OpenGL ES instead of OpenGL (without ES). And that is not compatible with Mudlet. I didn't try to compile Qt myself yet to get it to use the full OpenGL.

Re: Halp Raspberry Pi Linux Babby

Posted: Sat Oct 13, 2018 10:55 pm
by SlySven
TBH I am not sure that you can get the full OpenGL library built on the display hardware that is present in the videocore of any of the RPis - it is the sort of hardware that is going to be targeted by the ES variant. In order to support the lower spec'ed hardware (compared to a Desktop PC) we will really need to update the glwidget class to move away from the simple and fairly straightforward direct OpenGL functions that are a feature of 1.0/1.5/2.0 (and many on-line tutorials) and start using the indirect stuff that 3.0 (and later) OpenGL or OpenGL ES mandates.

Anyone know how to write a shader - SlySven doesn't... :shock: