Game Development Community

New openGL code on the Mac

by Steve Lamperti · in Torque Game Engine · 07/16/2004 (10:52 am) · 5 replies

The new openGL code just checked into HEAD today doesn't seem very happy on my Mac. Is anyone else having the same experience?

#1
07/16/2004 (12:53 pm)
I think I found the problem for anyone that is interested. The following code from the platformMacCarb version of platformGL.h was checking for a Mac_OSX version of Torque, not a OS_MAC_CARB version of Torque. I added an additional check, and the errors are going away. (On my project TORQUE_OS_MAC_OSX is undefined, and TORQUE_OS_MAC_CARB is defined.)

inline bool dglDoesSupportCompiledVertexArray()
{
// JSL - V7.0 added !defined(TORQUE_OS_MAC_CAB)
#if !defined(TORQUE_OS_MAC_OSX) && !defined(TORQUE_OS_MAC_CARB) && ENABLE_NPATCH
   if (gGLState.npActive && gGLState.npNoCVA)
      return(false); // for now, no CVAs on OS9 while npatching...
#endif
   return gGLState.suppLockedArrays && (gOpenGLDisableCVA == false);
}
#2
07/16/2004 (1:40 pm)
Actually, that's something that I missed. That #if/#endif shouldn't even be there.
#3
07/16/2004 (2:51 pm)
Just to note, Chris just said he checked in the fix for this. Post if it works for sure, please.
#4
07/16/2004 (3:16 pm)
Works for me,

thanks
#5
07/16/2004 (8:43 pm)
Good to hear!