Not to irritate, but I've run stuff where I accessed 32 bit depth on gpu's that 
don't support it, without writing a fallback routine, and not had crashes. 
That's not to say its the right way to do it, or that it may not crash with 
some OS/gpu combo. I'd suspect it may be one of the other things referred to.



On Aug 23, 2012, at 12:16 PM, Christopher Wright <christopher_wri...@apple.com> 
wrote:

>> as far I remember I ran into the same issue. The problem was with the 
>> NSOpenGLPFAFullScreen attribute, it failed some graphics cards. An other 
>> point is, some older cards and the Intel ones only have 24bpp depth buffer, 
>> so maybe this could be an other problem?
> 
> not just older cards - 24bit depth is pretty much standard, and allows cool 
> tricks like stuffing an 8 bit stencil buffer into the unused byte (see 
> EXT_packed_depth_stencil).  Also, don't use a screen mask.  Also, don't use 
> the FullScreen attribute.  
> 
> As a useful reminder: 
> https://developer.apple.com/graphicsimaging/opengl/capabilities/
> 
> Note that only the Red (ATI) cards and the Grey (Software renderer) "Card" 
> support 32 bit depth.  If you're not using an ATI card, this will probably 
> fail.
> 
> --
> Christopher Wright
> christopher_wri...@apple.com
> 
> 
> 
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