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Main forum => GLBasic - en => Topic started by: MrPlow on 2015-Jul-26

Title: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-26
Hi

I have 12.308 version and wondering which option to compile for MacOS should I choose Uni or i86?

Also what are the limits or bugs will usescreen / createscreen work?

Thks
Title: Re: GLB compiling for Mac OSX
Post by: erico on 2015-Jul-26
Better use 186 is my guess. Last time I tried both worked.
Here my known limitations:

-vertical blank sync does not seem to work (according to Space).
-virtual screens are not working.
-If you change screen resolution, you have to reload your assets.

Also, Zip your compiled project on pc and then copy to mac, unzip and run, if you move the files otherwise, some flags may render the app unusable.
This is just out of my head, there could be more limitations.
Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-26
Thanks Erico!

By virtual screens you mean I cannot use createscreen at all?

Is there an alternative to the virtual screen for mac?



Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-26
Okay app works and ran but only top quarter of screen is showing the window is too small and doesnt show the rest...

It that the issue with the virtual screen ?

Is it a project screen size or something a setscreen command would fix?


Title: Re: GLB compiling for Mac OSX
Post by: erico on 2015-Jul-26
We discussed this issue while ago, I think I could not actually point the trouble at the time since I have no mac and haven´t got around one as of yet.
The bug report is here with a link to the discussion thread:
http://www.glbasic.com/forum/index.php?topic=9836.msg85709#msg85709
Title: Re: GLB compiling for Mac OSX
Post by: spacefractal on 2015-Jul-26
This is a old issue, virtual screen still not working on Mac as well on Pandora. But you do can use a older version of glbasic to fix that, until its fixed. Here im not sure where im would fix that in glbasic source.

Also Uni binary support have been removed since lion (back in 2011), so there is no reason to compile to that. Userbase using those macs is very small today. So that platform might got removed in a future version of glbasic.

But no reason to remove i86 of course at all.

Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-27
It seems to work apart from the app window is just too small...

Could I hack it and increase the app window size by tweaking it ? Would that be a workaround?

If not, I could compile on version v10 of GLB
Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-29
Guys

Is there a known png transparency issue with GLB v10?

Thanks
Gary
Title: Re: GLB compiling for Mac OSX
Post by: erico on 2015-Jul-29
Not that I recall, but the alphatest or alphamode is dealt differently then the last GLB version.
Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-29
Yeah, just the pngs have bleeding around the areas with glow effects etc and the sprites quality is not as good...

just a version 10 issue i think...but not sure.
Title: Re: GLB compiling for Mac OSX
Post by: erico on 2015-Jul-29
See if this helps:
QuoteGLBasic V11 and higher set the default values to ALPHATESTING 1.0; ALPHAMODE -1. Setting ALPHAMODE 0 will be set to -1 is alpha testing was disabled to support transparent fragments.

I think you are having this one issue, so it should be a quick fix.
Title: Re: GLB compiling for Mac OSX
Post by: spacefractal on 2015-Jul-29
im have createad a bug thread report of this reminder to get that annoying thing fixed.

Im mind this issue happens both on Pandora and Mac, so its a SDL issue.

Yes alpha thing got changed in v11. But for Mac changes from v10 and v12 is quite very small for that platform.
Title: Re: GLB compiling for Mac OSX
Post by: erico on 2015-Jul-30
I recall I had my game running on mac and a hackintosh before version 11 or 12, at the time I used png 32bit.
I had no trouble whatsoever on the mac side, all drawsprite stuff, no polyvectors.
So you should be fine Mr.Plow.
Title: Re: GLB compiling for Mac OSX
Post by: spacefractal on 2015-Jul-30
also none of my games do have trouble with MacOSx at all other than vSYNC issues here. Im also dont virtual screen at all and use heavy use of alpha and polyvectos.
Title: Re: GLB compiling for Mac OSX
Post by: erico on 2015-Jul-30
Yes, so Plow, can you post the shortest reduced code that brings you trouble on mac?
It would be a lot easier for us to help and you would do good on helping out what exactly could be the trouble.

Using older GLB versions could work out, but we must strive to figure it out on the latest version, specially to try and fix for next one.
A code comparison that do work and don´t, I think could help out.
Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-30
I will try to do an example code...

Thanks!
Title: Re: GLB compiling for Mac OSX
Post by: MrPlow on 2015-Jul-31
Guys!
I solved the screen size issue - it was only a small setting on the resolution when compiling just for MacOs

DOH!

Anyway the game is playing now on Mac at correct screen size... but I have another issue after 2 mins or so the game freezes dead

Here is the Mac version

https://www.dropbox.com/s/chli6k7lq2h6dpj/ZombieAblockalypse.app.zip?dl=0 (https://www.dropbox.com/s/chli6k7lq2h6dpj/ZombieAblockalypse.app.zip?dl=0)