AGL fullscreen on MacOS X question

oxenos
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Post: #1
Just a fast question for all you GL gurus here Wink

To which extent is AGL fullscreen supported? In other words, if I use AGL to create a fullscreen context instead of going the CoreGraphics or DrawSprocket does it work on EVERY version of MacOS X? Or does it work only starting from Jaguar (10.2)? Or is it a thing dependent upon the graphics board and/or other things, so that on some Mac it works and on some other not in a manner independent from the MacOS X version?

Thanx to everyone for your help!
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Member
Posts: 469
Joined: 2002.10
Post: #2
I don't have much experience with AGL but from what I have seen, it's kinda weak. I couldn't even find glext in AGL. Your best bet is to use the OpenGL framework instead. I believe that OpenGL.framework goes back to X.1 with the extensions only in X.2. I'm no expert though.

---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #3
AFAIK, it works on all versions of Mac OS X. I suppose there might have been minor problems before 10.1.

You should probably really still use CoreGraphics to capture the screen before doing it...

Are you having problems?
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henryj
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Post: #4
AFAIK agl just calls through to cgl anyway. I'm using agl for fullscreen with no problems. The only thing you don't get is the gamma fade.
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oxenos
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Post: #5
Ok, thank you all very much!!!...

...and not, I haven't got any problem till now, but looking at some sample code from Apple I had the impression that agl could fail sometimes (but if it's some pre-Jaguar issue, I won't bother...)
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henryj
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Post: #6
All opengl context calls can 'possibly' fail. You should always check for errors.
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Mars_999
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Post: #7
Quote:Originally posted by henryj
All opengl context calls can 'possibly' fail. You should always check for errors.


ah yes the fun of programming catching errors!!
try{}
throw
catch

bool me!
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