[SDL] SDL_QuartzGL.m FSAA windowed vs full screen
Todd A. Kennard
todd.a.kennard at earthlink.net
Thu Sep 8 16:10:58 PDT 2005
> I'm using OS X 10.4.2, XCode 2.0, SDL 1.2.9
> I have been having a real headache trying to figure out why I can
> set a pixel format to handle windowed FSAA but when the full screen
> flag is on the SDL_Error shows as a bad GL pixel format.
> If I comment out the NSOpenGLPFANoRecovery attribute setting, I
> get full screen FSAA with the slightly better framerates than
> windowed mode (I imagine less overhead from the Apple desktop -
> edit: around 3% worse framerates after running for awhile)). That
> "no recovery" makes me think the rendering system is defaulting to
> software... I have pretty good framerates though. This and the
> fullscreen flag seem to be strongly related.
> I've tried using Apple's OpenGL Profiler to see what is going on
> but it won't launch the app and when I can attach to it, it will
> cause a kernel fault eventually.
> I've done a lot of google'ing with hits to libsdl, apple and a slew
> of others and a lot of stepping through code. One of my test
> programs cycles through combinations of color bits, buffers depths
> and windowed vs full screen. What is surprising is that fullscreen
> will fault out in every combination with uncommented NoRecovery.
> The only difference is whether or not the fullscreen bit is on as
> the windowed mode setting hits the Norecovery code line he same as
> with fullscreen. I've also read up some SDL CVS diffs... Have you
> noticed any other feedback that is similar ?
> Any help is appreciated fully!
> Todd A. Kennard
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