does anybody know if&how glutGameMode is supported in OS X?
calling glutGameModeGet(GLUT_GAME_MODE_POSSIBLE) always returns 0 on a G4@800/ATI radeon 7500…
allright. i don’t care about it & go on, and i got fullscreen. but it seems glutGameModeString is ignored (i.e. no resolution swithcing)… is the fullscreen i get just a workaround to mask a partially implemented glutGameMode?
The current version of GLUT for MacOSX does not properly support game mode, so glutGameModeGet(GLUT_GAME_MODE_POSSIBLE) correctly returns false.
Dietmar Plänitzer has an improved version of GLUT for MacOSX, which I believe does implement game mode properly, as well as glutWarpPointer and a few of the other weak spots of the Apple implementation. You should be able to find it by searching.
well, i found out dietmar planitzer’s stuff on glutGameMode, and here it is…
//---------
void glutGameModeString(const char string)
{
/ unimplemented */
}
//---------
taken from http://developer.apple.com/samplecode/Sample_Code/Graphics_3D/GLUT_for_OS_X/macxglut_game.m.htm
grazie uguale
That looks like Apple’s current GLUT implementation, not Dietmar Plänitzer’s improved version.
I found the new version here: http://homepage.mac.com/dietmarplanitzer/FileSharing1.html
thanx for the link.
now i’m linking to the improved GLUT.
but i still can get no resolution switching.
i got a 1280x1024 display and a 1280x1024 GameMode screen is what i still get…
here’s the code:
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutGameModeString("800x600:16");
if (glutGameModeGet(GLUT_GAME_MODE_POSSIBLE)) {
glutEnterGameMode();
}
else {
glutInitWindowSize(800, 600);
glutCreateWindow("window");
}
glutDisplayFunc(draw);
glutIdleFunc(draw);
glutKeyboardFunc(key);
glutSpecialFunc(skey);
glutMainLoop();
return 0;
}
if there’s somethin’ wrong, please tell me.
thank you again
alex
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