1.7.3 Black window on Mac
by Jon Lam · in Torque Game Builder · 06/23/2008 (8:55 am) · 10 replies
I have a bug with the 1.7.3 version for mac.
If I start the game fullscreen and then switch to windowed mode, I get a bug. The game will run in windowed mode and render just fine. The problem is that I have an extra windows which is just black that appears. I can close the extra window and the game runs fine. Once in windowed mode, I can switch to fullscreen and then back to windowed mode and the extra window does not appear. This only appears when I start the game in fullscreen mode.
Any idea what's going on here?
If I start the game fullscreen and then switch to windowed mode, I get a bug. The game will run in windowed mode and render just fine. The problem is that I have an extra windows which is just black that appears. I can close the extra window and the game runs fine. Once in windowed mode, I can switch to fullscreen and then back to windowed mode and the extra window does not appear. This only appears when I start the game in fullscreen mode.
Any idea what's going on here?
#2
Here's what I did to avoid it:
Start the game in window mode.
Then add the following to your main main.cs
Canvas.schedule(10,toggleFullScreen); // this is added after all your other function loadPath() onStart() etc..
function Canvas::toggleFullScreen(%this)
{
toggleFullScreen();
}
Hope it'l work for you too.
Eyal.
06/26/2008 (9:21 pm)
I had this problem too. Here's what I did to avoid it:
Start the game in window mode.
Then add the following to your main main.cs
Canvas.schedule(10,toggleFullScreen); // this is added after all your other function loadPath() onStart() etc..
function Canvas::toggleFullScreen(%this)
{
toggleFullScreen();
}
Hope it'l work for you too.
Eyal.
#3
08/27/2008 (3:00 pm)
That doesn't work for me, Eyal, because there is another separate bug where my splash screen is not displayed unless I start up fullscreen. So for me to get a splash screen that appears before anything else is loaded (textures, sounds), I need to start up in windowed mode, and I get a black window, like Jon. I'd like to see this fixed too, or know how I can avoid it.
#4
This issue seems related to this post (Two Windows When Launched?):
http://www.garagegames.com/community/forums/viewthread/74835/1#comment-633149
06/06/2009 (5:28 pm)
I have a similar issue with 1.7.4, except I start a Mac build in windowed mode and get a second all-black window behind my game.This issue seems related to this post (Two Windows When Launched?):
http://www.garagegames.com/community/forums/viewthread/74835/1#comment-633149
#5
06/08/2009 (11:55 am)
I wonder if GarageGames would consider charging for engine updates that fix bugs. I'd happily pay $100 just for a number of bug fixes vs. having to do them myself.
#6
06/08/2009 (12:14 pm)
No way will I pay for bug fixes. GG advertised a cross-platform engine. I shouldn't have to pay them again just to get what they promised me to begin with!
#7
11/13/2011 (3:27 am)
I'm facing the same problem, any one solved this?
#8
www.garagegames.com/community/forums/viewthread/124487
Warning; There have been a number of fixes, all different, as you may have noticed. So this could be another one of those which only work on my system :)
11/13/2011 (4:22 am)
I killed it ages ago, but nobody noticed: www.garagegames.com/community/forums/viewthread/124487
Warning; There have been a number of fixes, all different, as you may have noticed. So this could be another one of those which only work on my system :)
#9
I have a question: when I changed the code as you specified in your link above, I had to make a recompile, but that failed and gave me lots of errors and warnings.
most of the errors were:
-Deprecated conversion from string constant to 'UTF8*'
-Deprecated conversion from string constant to 'char*'
-'ATSUDisposeTextLayout' is deprecated (declared at /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/ApplicationServices.framework/Frameworks/QD.framework/Headers/ATSUnicodeObjects.h:1192)
-Format not a string literal and no format arguments
-Argument to '&' not really an lvalue; this will be a hard error in the future
most of warnings were:
-Taking address of temporary
I have TGB 1.7.5 pro for Mac and xcode 4.2, OSX 10.6.8.
any thoughts?
11/13/2011 (6:15 am)
Thanks Ronny,I have a question: when I changed the code as you specified in your link above, I had to make a recompile, but that failed and gave me lots of errors and warnings.
most of the errors were:
-Deprecated conversion from string constant to 'UTF8*'
-Deprecated conversion from string constant to 'char*'
-'ATSUDisposeTextLayout' is deprecated (declared at /Developer/SDKs/MacOSX10.6.sdk/System/Library/Frameworks/ApplicationServices.framework/Frameworks/QD.framework/Headers/ATSUnicodeObjects.h:1192)
-Format not a string literal and no format arguments
-Argument to '&' not really an lvalue; this will be a hard error in the future
most of warnings were:
-Taking address of temporary
I have TGB 1.7.5 pro for Mac and xcode 4.2, OSX 10.6.8.
any thoughts?
#10
11/13/2011 (10:23 am)
Make sure you pick the oldest available compiler - GCC 4.2.
Torque Owner Jon Lam
-- No external console window. In debug in Xcode, printfs go to the debug console pane. At some point, we'll likely create a simple console library to be used when a tertiary console window is needed. In the mean time, you can open the console.log file using the Console application. Console will automatically 'tail' the file, always displaying the most current contents. Note: A working input / output console may be used if you manually launch the Torque app directly from the commandline. It's just like the console window you can pull down in game. Whether or not this console starts is controlled with a preference, and can be easily turned off in Release mode.
The last like says that the console starting is controlled with a preference in XCode. Does anyone know where that preference is?