On 20 January 2012 22:36, Igor Stasenko <siguctua@gmail.com> wrote:
On 20 January 2012 21:04, Mariano Martinez Peck <marianopeck@gmail.com> wrote:
Hi igor. I am the OpenGL biggest newbie you can find the world. I have just reproduced all your steps but I have an error in NBMacGLContextDriver >> createContext: initialExtent the error is "'invalid pixel format'" Any ideas? I attach PharoDebug.log
yes. It doesn't works with your hardware :) Strange that it worked on mine:  - 4 years old Mac Pro  - lion
what you can do is go to #createContext: method and play with various options for GL pixel format.
attribs := CGLPixelFormatAttributes for: Â { Â Â Â Â Â Â Â Â KCGLPFAFullScreen. Â Â Â Â Â Â Â Â KCGLPFADisplayMask -> self mainDisplayMask. Â Â Â Â Â Â Â Â KCGLPFADoubleBuffer. Â Â Â Â Â Â Â Â KCGLPFAColorSize -> 24. Â Â Â Â Â Â Â Â KCGLPFAAlphaSize -> 8. Â Â Â Â Â Â Â Â " Â Â Â KCGLRPAccelerated." Â Â Â Â Â Â Â Â KCGLPFAMultisample. Â Â Â Â Â Â Â Â KCGLPFASampleAlpha. Â Â Â Â Â Â Â Â KCGLPFASamples -> 8. Â Â Â Â Â Â Â Â 0 Â Â Â Â Â Â Â Â }.
you should be able to create a context.. but of course it is a big question if with your format my demo will still run , because it wants some extensions :)
i'd like to add that creating an openGL context is the most delicate part of initialization. On all platforms without exception. Once you obtained it (hopefully with right capabilities), the rest is a piece of cake.
-- Best regards, Igor Stasenko.
-- Best regards, Igor Stasenko.