Re: Integrated vs. Discrete Graphics on OS X

2015-05-26 Thread Mike Hearn
The relevant Apple dev doc is here: https://developer.apple.com/library/mac/technotes/tn2229/_index.html Essentially it involves setting flags on the GL pixel format. Then you can receive a callback from the OS either via NSOpenGLView or an old C style callback which tells you that the active

Re: Integrated vs. Discrete Graphics on OS X

2015-05-25 Thread Mike Hearn
I believe the tricky part is not setting the magic flag in your Info.plist file but rather handling the GL context changes on the fly. It requires/would require some code in the Mac GL specific part of JavaFX. Otherwise if you force it to integrated then some other app causes a switch to discrete,

Re: Integrated vs. Discrete Graphics on OS X

2015-05-25 Thread Scott Palmer
Yes, I appreciate that the magic flag in the Info.plist would just be a signal to do something tricky. I tried setting -Dprism.order=sw in the Info.plist, thinking that would trick things into not requiring the discrete GPU, but all that happened when I did that was that I ended up with a

Re: Integrated vs. Discrete Graphics on OS X

2015-05-25 Thread Jim Graham
I'm not an expert on how to use OpenGL on Mac to avoid the discrete grahpics, but I do know that the retina support in the SW pipeline on the Mac should be addressed soon in 8u60 as a result of fixing RT-27960. The fix has been pushed to 8u-dev (and 9-dev) and is awaiting a sync into the