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Main forum => GLBasic - en => Topic started by: doimus on 2010-Mar-05

Title: OpenGL features on older hardware
Post by: doimus on 2010-Mar-05
I'm trying to use some of the advanced OpenGL features on Mac Mini G4 (OSX10.4 and Radeon 9200 card) and have lots of trouble with it.

This is the stuff that doesn't work:
- textures that aren't powers of two
- createscreen/usescreen and related commands
- fullscreen :blink:

I'm trying to develop a retro style game which runs in 320x200 and then stretches the whole screen to user-specified resolution and aspect ratio, using screen and stretchsprite commands.

What would be the minimum hardware configuration for those things to work?

This all works fine on my newer machines, including a netbook with Intel integrated card.
Title: Re: OpenGL features on older hardware
Post by: Kitty Hello on 2010-Mar-05
internally I always use textures power of 2.
createscreen needs the framebuffer extension. Otherwise I use a grabsprite hack, that's limited to the back buffer size.
Fullscreen is an issue in SDL on Mac. Try setting the fullscreen flag in the project options for that platform and don't use SETSCREEN. Also, 320x240 or lower might fail in fullscreen mode. (must use Mode13 or whatever - even on Windows sometimes a problem) Go 640x480 at least.
Title: Re: OpenGL features on older hardware
Post by: doimus on 2010-Mar-08
Thanks for explaining.
I think I'll stick to GRABSPRITE "capturing" myself. Bit less code to write that way and it's perfectly enough for my needs (simple 2d resizing).

There are definitely fullscreen issues on OSX. I managed to get it to run in fullscreen but now, of course, it doesn't support going back to windowed mode. So I guess the best way to offer fullscreen toggling is to offer it as restart option, ie: "You must restart the game for this to take effect."
Funny thing is - program still takes user input and reacts to it, but it doesn't draw on screen. Hope SDL people fix it some day.


PS: putting binaries/media into .app directory was a great idea. Makes multiplatform development really easy.