[Pharo-project] NativeBoost and NBOpenGL on Mac?

Stéphane Ducasse stephane.ducasse at inria.fr
Tue Jan 10 21:28:22 CET 2012


thanks

May be this page is interesting: http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_drawing/opengl_drawing.html#//apple_ref/doc/uid/TP40001987-CH404-SW8

Igor how is london :) ?

Crowded?

Stef


On Jan 10, 2012, at 9:19 PM, Lawson English wrote:

> Igor, I haven't read through the documentation, but glancing at some complaints about this issue, it is plausible that the system thinks you're trying to run a remote OpenGL server.
> 
> http://lists.apple.com/archives/mac-opengl/2007/Dec/msg00009.html
> 
> The relevant documentation is supposed to be here:
> 
> http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_intro/opengl_intro.html
> 
> L
> On 1/10/12 6:08 AM, Igor Stasenko wrote:
>> The problem i had stuck with is the inability to create a windowed context on Mac. For that i need to bind to either Carbon or Cocoa libs.. while i thought that i can just use basic functions. I were able to create an OpenGL context using coreGL (or something called Core) but i didn't managed to figure out what to do next. There seems to be lacking of windowing support on mac. So i could use this context as an offscreen context and it should work, but i'm not tried it yet. One of disappointment is that when i query the renderer used for given context, it reports an "Apple software renderer" , which not what i expected means that it is a software renderer, and not hardware acccelerated.. (or maybe it should be read as 'apple-software' renderer.. then there is more hope :) You can check the work if you load the package NBOpenGL-Mac. Any help or suggestions will be appreciated.
> 
> 




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