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Re: AGL error 10006??

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: AGL error 10006??
From: Frank Condello <developer at chaoticbox dot com>
Date: Mon, 16 Aug 2004 13:31:36 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <F14B3FFF-EED8-11D8-A2A0-000A95DB6C90 at fireyesoftware dot com> <4D0563A2-EEF4-11D8-A411-0003933EA538 at chaoticbox dot com> <D32BB56C-EEF4-11D8-893B-000A95DB6C90 at fireyesoftware dot com> <61FD7CE6-EEFB-11D8-A411-0003933EA538 at chaoticbox dot com> <CD7D823E-EFA2-11D8-A8C0-000A95DB6C90 at fireyesoftware dot com>
On 16-Aug-04, at 12:39 PM, Asher Dunn wrote:

pixFormat.long(16) = AGL_AUX_BUFFERS
pixFormat.long(20) = 0

That isn't needed since it's implied. You'll always get a context with 0 or more AUX buffers. This shouldn't cause problems though...

I don't understand what this does anyway. I just stole it from someone else's code.

OpenGL has a number of buffers you draw to (either directly or indirectly). You typically have back, front, alpha and depth buffers, and possibly a stencil buffer. Auxiliary buffers are just additional blocks of memory you can draw to, but their usefulness is limited especially now that AGL supports pbuffers.

pixFormat.long(24) = AGL_NONE

Same with this. What COULD go here?

That just signifies the end of the attributes, and I believe it's optional but considered bad form to leave out. You could put a whole lot more stuff before this, for example if you need a certain colour depth, or a stencil buffer, or want to ensure the context is accelerated or capable of fullscreen display.

Anything look wrong with this?

Looks OK as long as doublebuffer = True. Not sure why it's not working for you - what hardware/OS9/GL version are you running?

I tested under Classic on my OS X machine. I think it's 9.2.2, and I have a Radeon 9600 64mb.

You might want to try adding AGL_ACCELERATED and maybe AGL_NO_RECOVERY to your pixel format to make sure it ignores any software renderers, or even passing the device handle to aglChoosePixelFormat instead of NULL. Other than that, I can only suggest posting a stripped down project that creates a context so we can see all the code involved.

Frank.


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