Why is there no OpenGL on Mac OS X?

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haxmurderer
 
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Why is there no OpenGL on Mac OS X?

#1

Post by haxmurderer » Wed Nov 28, 2012 2:15 pm

What's the story behind this? The Zandronum 1.0 build doesn't support OpenGL on Mac...

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RE: Why is there no OpenGL on Mac OS X?

#2

Post by Ænima » Wed Nov 28, 2012 5:16 pm

I think it's probably for one of the reasons described here:
http://renderingpipeline.com/2012/04/sa ... n-macos-x/
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RE: Why is there no OpenGL on Mac OS X?

#3

Post by Blzut3 » Tue Dec 04, 2012 10:22 pm

Simpler reason actually. The GZDoom revision we're based off doesn't support Mac OS X. Same reason for no PowerPC support, why the node builder glitches up causing the software renderer to bleed if the map doesn't provide them, why there's no iwad selector, why there's no joystick support, and IIRC why it uses 100% CPU even with cl_capfps turned on.
Last edited by Blzut3 on Tue Dec 04, 2012 10:23 pm, edited 1 time in total.

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RE: Why is there no OpenGL on Mac OS X?

#4

Post by haxmurderer » Thu Dec 13, 2012 3:50 am

Thanks for the details Blzut3!

If I wanted to try hacking on this, does a later GZDoom revision support OpenGL on OS X? (Should I try ripping that code from a later GZDoom and hacking it into Zandronum?)

Or alternatively, do you have any other guidance in case someone wants to take a crack at fixing this?

(I know C++ and I'm not afraid to get my hands dirty. I'm not sure how much free time I have but I'm pretty curious about what the best way forward is.)

Thanks!
Hax

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RE: Why is there no OpenGL on Mac OS X?

#5

Post by Blzut3 » Thu Dec 13, 2012 6:43 am

The latest version of GZDoom should work on OS X, but it's not actively compiled or maintained. You can find the GZDoom-OSX fork on Google code which may be more useful. There's also a Cocoa backend in there that may be interesting to backport. If you do that though, you might want to backport it to ZDoom first.

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RE: Why is there no OpenGL on Mac OS X?

#6

Post by qoncept » Mon Apr 22, 2013 9:26 pm

Digging one up here.. I just got a 2.9ghz i5 iMac. Zandronum is unplayable at any resolution. Just slow as hell. A friend was playing on his MBP just fine about a month ago. What am I doing wrong?

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RE: Why is there no OpenGL on Mac OS X?

#7

Post by ibm5155 » Mon Apr 22, 2013 9:31 pm

Install windows :B
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RE: Why is there no OpenGL on Mac OS X?

#8

Post by Ænima » Tue Apr 23, 2013 12:32 am

ibm5155 wrote: Install windows Ubuntu
Fixed.
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RE: Why is there no OpenGL on Mac OS X?

#9

Post by ibm5155 » Tue Apr 23, 2013 12:37 am

Well both works nice with zandronum in opengl, I just don´t know about the drivers from gpu for ubuntu... (even more off, it´s weird, everyone that I saw with a mac computer/notebook was running windows, weird life)
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RE: Why is there no OpenGL on Mac OS X?

#10

Post by Ænima » Tue Apr 23, 2013 12:38 am

I heard Ubuntu runs very nicely on Macs, and it auto-downloads any drivers it needs.
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RE: Why is there no OpenGL on Mac OS X?

#11

Post by qoncept » Tue Apr 23, 2013 2:29 pm

I don't want to dual boot. I know Zandronum can run fine on Mac because I've seen it, I just have no idea why its not on mine. Anyone?

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RE: Why is there no OpenGL on Mac OS X?

#12

Post by Blzut3 » Tue Apr 23, 2013 6:21 pm

I'm not aware of anything that would negatively affect the performance from one Mac to another. If the high performing Mac is using 10.6 and yours is using 10.7+ then it could be the newer version of SDL.

Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.

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RE: Why is there no OpenGL on Mac OS X?

#13

Post by ibm5155 » Tue Apr 23, 2013 6:25 pm

Hmm and it´ll be updated with the newer gzdoom render or they´re only porting the actual render from zandronum and fixing the missing files?
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RE: Why is there no OpenGL on Mac OS X?

#14

Post by President People » Tue Apr 23, 2013 7:59 pm

Blzut3 wrote:Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.
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RE: Why is there no OpenGL on Mac OS X?

#15

Post by qoncept » Tue Apr 23, 2013 8:10 pm

Blzut3 wrote: Also for anyone waiting for OpenGL on the Mac. The developer of GZDoom-OSX has made a pull request, so I guess you'll see it happen a bit sooner. The change set is surprisingly simple since I was personally having huge issues with getting the OpenGL headers working.
Sweet.. I can live with waiting a bit. I was under the impression no one was interested in doing the work. Is it something I could help with?

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RE: Why is there no OpenGL on Mac OS X?

#16

Post by Blzut3 » Tue Apr 23, 2013 10:18 pm

ibm5155 wrote: Hmm and it´ll be updated with the newer gzdoom render or they´re only porting the actual render from zandronum and fixing the missing files?
Just fixing the current renderer.
qoncept wrote: Sweet.. I can live with waiting a bit. I was under the impression no one was interested in doing the work. Is it something I could help with?
Be sure to test it once it's pulled and a new build is up is all I can suggest.

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RE: Why is there no OpenGL on Mac OS X?

#17

Post by qoncept » Wed May 08, 2013 7:10 pm

I see the changes were committed, any idea when a build will be released? Thanks!

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