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 > > > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) > Help/Unsubscribe/Update your Subscription: > https://lists.apple.com/mailman/options/quartzcomposer-dev/gtoledo3%40gmail.com > > This email sent to gtole...@gmail.com
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