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On an ARM-powered system the game will not compile because of compiler flag -wcast-align, which throws an error for all u8* upcasts (e.g. in BufferCullMeshSceneNode.cpp:193 v = (const video::S3DVertex*)( (u8*)v + vSize );). "...unaligned access is generally best avoided in ARM." See http://stackoverflow.com/questions/25762173/why-does-wcast-align-not-warn-about-cast-from-char-to-int-on-x86
-wcast-align
u8*
v = (const video::S3DVertex*)( (u8*)v + vSize );
However, this seems to be a generic approach in Irrlicht, so maybe we will just not support ARM technology. To be discussed.
Note: good testing platform is Jolla phone ;)
The text was updated successfully, but these errors were encountered:
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On an ARM-powered system the game will not compile because of compiler flag
-wcast-align
, which throws an error for allu8*
upcasts (e.g. in BufferCullMeshSceneNode.cpp:193v = (const video::S3DVertex*)( (u8*)v + vSize );
)."...unaligned access is generally best avoided in ARM." See http://stackoverflow.com/questions/25762173/why-does-wcast-align-not-warn-about-cast-from-char-to-int-on-x86
However, this seems to be a generic approach in Irrlicht, so maybe we will just not support ARM technology. To be discussed.
Note:
good testing platform is Jolla phone ;)
The text was updated successfully, but these errors were encountered: