More Mac OS X Lion testing... |
Ryan C. Gordon
Guest
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(tl;dr: Please test the latest SDL-1.2 in Mercurial on your Mac OpenGL
games.) Apparently in SDL 1.2, with Mac OS X Lion, this fails... SDL_SetVideoMode(w, h, 32, SDL_FULLSCREEN | SDL_OPENGL); ...because under the hood, CGLSetFullScreen() fails with "invalid fullscreen drawable." It's not clear why this fails. Apple has, in the past, changed API behaviours based on where you built your app, and I'm wondering if this is one of those times. This same SDL codepath is used in Unreal Tournament 2004, for example, and the binaries work fine on Lion, but this was obviously not built with Xcode 4 on a Lion machine. I've made a small SDL tweak to use the Cocoa equivalent of CGLSetFullScreen(), and it appears to work. I left the original code in an #ifdef __powerpc__, since the Cocoa version has been around since 10.3, and no PowerPC OS X builds have need of this change. But I'm not entirely sure of the ramifications of this, so if you have a Mac game that uses OpenGL, I'd appreciate if you would test to make sure it still works. That includes building with Xcode 3 vs 4, and running on Lion vs older releases. Thanks! --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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