Game Development Community

not a valid AGL rendering context

by Justin Mosiman · in iTorque 2D · 04/28/2009 (6:02 pm) · 9 replies

Hello,

I'm just getting started to play with iTGB on the Mac/iPhone, and have come across a problem right at the beginning. After I extract iTGB_1_1.zip, I'm trying to run the application "Torque Game Builder" from the iTGB_1_1/tgb folder and am getting this error:

Fatal-ISV: (/Applications/Torque/iTGB_Release/engine/compilers/Xcode/../../source/platformMacCarb/macCarbOGLVideo.cc @541)
We could not create a valid AGL rendering context.

I have tried to also open up a project already created (iPhone Test), but that got the same error. I can open the project in xcode successfully, haven't tried to do anything with it yet though.

This is such a basic error and I haven't seen anything on the forum about it makes me think I'm doing something wrong.. I read the doc but that didn't have specifics about running iTGB, just to uncompress it and it doesn't matter which folder it is in.

#1
04/28/2009 (6:06 pm)
Never seen that one on my machine

you are on OSX 10.5.3+ on an intel mac with xcode 3.1.2+? (those are the minimum requirements to do iPhone OS 2.0 development at all)
#2
04/28/2009 (6:12 pm)
Yes, 10.5.6 with xcode 3.1.3 on a Mac Mini I got late last year.

The path that it references is an absolute path to "/Applications/Torque/.." which I don't have since the docs said I could extract the zip wherever I wanted. Is there actually a specific place it has to be extracted to?

Edit: Moving iTGB to /Applications/Torque/iTGB_Release didn't help
#3
04/29/2009 (10:12 am)
3.1.3 is the beta kit. Try the stable 3.1.2 SDK and see if it makes any difference.
#4
04/29/2009 (10:56 am)
I'll give it a shot, but should it matter if Xcode is even installed to run the game builder? I'm not trying to compile anything (although I was able to compile and run the Behavior Shooter on my phone, except I was getting the initialization error, I think it was because I have to compile the dsos, which I need to figure out how to do).

If I want to run the game builder on Windows, I don't need Visual Studio installed.
#5
04/29/2009 (11:04 am)
Oh, right. I misread that. But why did you mention the Xcode version without comment then? ;)

Since this is a pre-2009 mini, it has integrated Intel graphics with Shader Level Zero, so there are some odd issues that happen occasionally. You should be able to run it, because I have used TGB 1.7.4 on that exact model.

Go to the Apple menu, select "About This Mac" and click "More info…" to get the hardware inventory. Do you see Quartz Extreme as supported in the graphics category?
#6
04/29/2009 (1:28 pm)
Ronny,

Thanks for the help, without knowing it you solved my problem. When I went to the System Profiler, the profiler application would crash when I clicked on graphics (Quartz Extreme is supported on these mini macs btw). My normal method to connecting to the mac is through VNC, so I thought that I would try physically plugging a monitor in. Sure enough, the profiler didn't crash. I then loaded up the game builder and that didn't crash either!

Lesson learned: Don't use VNC (or at least tightVNC, I haven't tried any others) to run the game builder.

Thanks for the help.
#7
04/29/2009 (1:31 pm)
I have the 2008 mac mini also as my primary work station. It's a great box and runs really well. Only downside is once you have 10-20 animations created in TGB the graphics card can't keep up and TGB becomes really difficult to use. However I'm not using looped animations anymore so not a big deal at the moment.
#8
04/29/2009 (2:04 pm)
Ah, shoulda mentioned VNC, then ;)

Since the OS X desktop isn't X, it can't translate the GL calls. It could if TGB was made for X11, but then you'd have a ton of other performance issues.

@Bret: The animations are driving me loopy, too. I'd prefer it if they only played when hovering over them in the editor.
#9
08/04/2009 (10:22 am)
For others who might encounter this issue, I also had the problem after I plugged in the eVGA UV16 USB display adapter so that I could use 2 physical monitors with my MacBook Pro. Since TGB opens to the screen where the Mac menu bar is located, you'll need to move the menu bar (through Display Preferences) to the primary monitor that is plugged into your MacBook Pro's monitor port, not the USB connected monitor.

After doing that, it seemed to work fine. The 2nd monitor works great for documentation, etc, just not TGB.